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game.py
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201 lines (180 loc) · 7.03 KB
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import math
import random
from superwires import games, color
games.init(screen_width=640, screen_height=480, fps=50)
class Game(object):
def __init__(self):
self.level = 0
self.sound = games.load_sound("level.wav")
self.score = games.Text(value=0, size=30, color=color.white, top=5, right=games.screen.width - 10,
is_collideable=False)
games.screen.add(self.score)
self.ship = Ship(game = self,
x= games.screen.width/2,
y= games.screen.height/2)
games.screen.add(self.ship)
def play(self):
games.music.load("theme.mid")
games.music.play(-1)
nebula_img = games.load_image("nebula.jpg")
games.screen.background = nebula_img
self.advance()
games.screen.mainloop()
def advance(self):
self.level += 1
BUFFER = 30
for i in range(self.level):
x_min = random.randrange(BUFFER)
y_min = BUFFER - x_min
x_distance = random.randrange(x_min, games.screen.width - x_min)
y_distance = random.randrange(y_min, games.screen.height - y_min)
x = self.ship.x + x_distance
y = self.ship.y + y_distance
x = x % games.screen.width
y = y % games.screen.height
new_asteroid = Asteroid(game = self, x=x, y=y, size=Asteroid.LARGE)
games.screen.add(new_asteroid)
level_message = games.Message(value= f"Level {self.level}", size=40,
color=color.purple,
x = games.screen.width/2,
y = games.screen.height/2,
is_collideable=False,
lifetime=3*games.screen.fps)
games.screen.add(level_message)
if self.level > 1:
self.sound.play()
def end(self):
end_message = games.Message(value="Game Over",
size = 90,
color=color.red,
x= games.screen.width/2,
y=games.screen.height/2,
lifetime=5*games.screen.fps,
is_collideable=False,
after_death=games.screen.quit)
games.screen.add(end_message)
class Wrapper(games.Sprite):
def update(self):
if self.top > games.screen.height:
self.bottom = 0
if self.bottom < 0:
self.top = games.screen.height
if self.left > games.screen.width:
self.right = 0
if self.right < 0:
self.left = games.screen.width
def die(self):
self.destroy()
class Collider(Wrapper):
def update(self):
super(Collider, self).update()
if self.overlapping_sprites:
for sprite in self.overlapping_sprites:
sprite.die()
self.die()
def die(self):
new_explosion = Explosion(x = self.x, y = self.y)
games.screen.add(new_explosion)
self.destroy()
class Explosion(games.Animation):
sound = games.load_sound("explosion.wav")
images = [f"explosion{i}.bmp" for i in range(1, 10)]
def __init__(self, x, y):
super(Explosion, self).__init__(
images=Explosion.images, x=x, y=y,
repeat_interval=4, n_repeats=1,
is_collideable=False
)
Explosion.sound.play()
class Asteroid(Wrapper):
SMALL = 1
MEDIUM = 2
LARGE = 3
POINTS = 30
total = 0
images = {SMALL: games.load_image("asteroid_small.bmp"),
MEDIUM: games.load_image("asteroid_med.bmp"),
LARGE: games.load_image("asteroid_big.bmp")}
SPEED = 2
SPAWN = 2
def __init__(self, game, x, y, size):
super(Asteroid, self).__init__(
image=Asteroid.images[size],
x = x,y = y,
dx= random.choice([-1, 1]) * Asteroid.SPEED*random.random()/size,
dy= random.choice([-1, 1]) * Asteroid.SPEED*random.random()/size
)
self.size = size
self.game = game
Asteroid.total += 1
def die(self):
Asteroid.total -= 1
self.game.score.value += int(Asteroid.POINTS/ self.size)
self.game.score.right = games.screen.width - 10
if self.size != Asteroid.SMALL:
for i in range(Asteroid.SPAWN):
new_asteroid = Asteroid(game = self.game, x=self.x, y=self.y,
size = self.size-1)
games.screen.add(new_asteroid)
super(Asteroid, self).die()
if Asteroid.total == 0:
self.game.advance()
class Missile(Collider):
image = games.load_image("missile.bmp")
sound = games.load_sound("missile.wav")
BUFFER = 40
VELOCITY = 7
LIFETIME = 40
def __init__(self, ship_x, ship_y, ship_angle):
angle = ship_angle * math.pi / 180
buffer_x = Missile.BUFFER * math.sin(angle)
buffer_y = Missile.BUFFER * -math.cos(angle)
x = ship_x + buffer_x
y = ship_y + buffer_y
dx = Missile.VELOCITY * math.sin(angle)
dy = Missile.VELOCITY * -math.cos(angle)
super(Missile, self).__init__(
x=x,y=y,dx=dx,dy=dy, image=Missile.image
)
self.lifetime = Missile.LIFETIME
def update(self):
self.lifetime -= 1
if self.lifetime <= 0:
self.destroy()
super(Missile, self).update()
class Ship(Collider):
VELOCITY = .03
ROTATE_SPEED = 3
MISSILE_DELAY = 25
sound = games.load_sound("thrust.wav")
image = games.load_image("ship.bmp")
def __init__(self, game, x, y):
super(Ship, self).__init__(
image=Ship.image, x=x, y=y
)
self.missile_delay = 0
self.game = game
def die(self):
self.game.end()
super(Ship, self).die()
def update(self):
angle = self.angle * math.pi / 180
if self.missile_delay > 0:
self.missile_delay -= 1
if games.keyboard.is_pressed(games.K_SPACE) and self.missile_delay <= 0:
new_missile = Missile(self.x, self.y, self.angle)
games.screen.add(new_missile)
self.missile_delay = Ship.MISSILE_DELAY
if games.keyboard.is_pressed(games.K_w):
Ship.sound.play()
self.dx += Ship.VELOCITY * math.sin(angle)
self.dy += Ship.VELOCITY * -math.cos(angle)
if games.keyboard.is_pressed(games.K_a):
self.angle -= Ship.ROTATE_SPEED
if games.keyboard.is_pressed(games.K_d):
self.angle += Ship.ROTATE_SPEED
super(Ship, self).update()
def main():
my_game = Game()
my_game.play()
main()