Adding Player, movement, and drawing/updating functionality
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asteroid.py
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asteroid.py
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circleshape.py
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circleshape.py
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import pygame
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# Base class for game objects
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class CircleShape(pygame.sprite.Sprite):
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def __init__(self, x, y, radius):
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# we will be using this later
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if hasattr(self, "containers"):
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super().__init__(self.containers)
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else:
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super().__init__()
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self.position = pygame.Vector2(x, y)
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self.velocity = pygame.Vector2(0, 0)
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self.radius = radius
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def draw(self, screen):
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# sub-classes must override
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pass
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def update(self, dt):
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# sub-classes must override
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pass
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@@ -1,6 +1,10 @@
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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 720
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PLAYER_RADIUS = 20
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PLAYER_TURN_SPEED = 300
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PLAYER_SPEED = 200
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ASTEROID_MIN_RADIUS = 20
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ASTEROID_KINDS = 3
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ASTEROID_SPAWN_RATE = 0.8 # seconds
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main.py
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main.py
@@ -2,20 +2,34 @@
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# the open-source pygame library
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# throughout this file
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import pygame
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from constants import *
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from constants import SCREEN_HEIGHT, SCREEN_WIDTH
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from player import Player
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def main():
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pygame.init()
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print("Starting asteroids!")
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print(f"Screen width: {SCREEN_WIDTH}")
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print(f"Screen height: {SCREEN_HEIGHT}")
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clock = pygame.time.Clock()
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dt = 0
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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player = Player(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
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updatable = []
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drawable = []
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updatable.append(player)
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drawable.append(player)
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return
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pygame.Surface.fill(screen, (0, 0, 0))
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screen.fill("black")
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# limit the framerate to 60 FPS
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dt = clock.tick(60) / 1000
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for object in drawable:
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object.draw(screen)
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for object in updatable:
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object.update(dt)
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pygame.display.flip()
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if __name__ == "__main__":
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39
player.py
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player.py
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import pygame
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from circleshape import CircleShape
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from constants import PLAYER_RADIUS, PLAYER_TURN_SPEED, PLAYER_SPEED
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class Player(CircleShape):
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def __init__(self, x, y):
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super().__init__(x, y, PLAYER_RADIUS)
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self.rotation = 0
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def rotate(self, dt):
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self.rotation += PLAYER_TURN_SPEED * dt
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def move(self, dt):
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forward = pygame.Vector2(0, 1).rotate(self.rotation)
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self.position += forward * PLAYER_SPEED * dt
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def update(self, dt):
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keys = pygame.key.get_pressed()
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if keys[pygame.K_a]:
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self.rotate(dt)
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if keys[pygame.K_d]:
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self.rotate(-dt)
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if keys[pygame.K_w]:
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self.move(dt)
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if keys[pygame.K_s]:
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self.move(-dt)
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# in the player class
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def triangle(self):
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forward = pygame.Vector2(0, 1).rotate(self.rotation)
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right = pygame.Vector2(0, 1).rotate(self.rotation + 90) * self.radius / 1.5
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a = self.position + forward * self.radius
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b = self.position - forward * self.radius - right
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c = self.position - forward * self.radius + right
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return [a, b, c]
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def draw(self, screen):
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pygame.draw.polygon(screen, "white", self.triangle(), 2)
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