Adding asteroids/fields and collision
This commit is contained in:
11
asteroid.py
11
asteroid.py
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import pygame
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from circleshape import CircleShape
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class Asteroid(CircleShape):
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def __init__(self, x, y, radius):
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super().__init__(x, y, radius)
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def draw(self, screen):
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pygame.draw.circle(screen, "white", self.position, self.radius, 2)
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def update(self, dt):
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self.position += (self.velocity * dt)
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51
asteroidfield.py
Normal file
51
asteroidfield.py
Normal file
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import pygame
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import random
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from asteroid import Asteroid
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from constants import *
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class AsteroidField(pygame.sprite.Sprite):
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edges = [
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[
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pygame.Vector2(1, 0),
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lambda y: pygame.Vector2(-ASTEROID_MAX_RADIUS, y * SCREEN_HEIGHT),
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],
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[
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pygame.Vector2(-1, 0),
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lambda y: pygame.Vector2(
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SCREEN_WIDTH + ASTEROID_MAX_RADIUS, y * SCREEN_HEIGHT
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),
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],
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[
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pygame.Vector2(0, 1),
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lambda x: pygame.Vector2(x * SCREEN_WIDTH, -ASTEROID_MAX_RADIUS),
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],
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[
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pygame.Vector2(0, -1),
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lambda x: pygame.Vector2(
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x * SCREEN_WIDTH, SCREEN_HEIGHT + ASTEROID_MAX_RADIUS
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),
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],
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]
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def __init__(self):
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pygame.sprite.Sprite.__init__(self, self.containers)
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self.spawn_timer = 0.0
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def spawn(self, radius, position, velocity):
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asteroid = Asteroid(position.x, position.y, radius)
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asteroid.velocity = velocity
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def update(self, dt):
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self.spawn_timer += dt
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if self.spawn_timer > ASTEROID_SPAWN_RATE:
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self.spawn_timer = 0
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# spawn a new asteroid at a random edge
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edge = random.choice(self.edges)
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speed = random.randint(40, 100)
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velocity = edge[0] * speed
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velocity = velocity.rotate(random.randint(-30, 30))
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position = edge[1](random.uniform(0, 1))
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kind = random.randint(1, ASTEROID_KINDS)
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self.spawn(ASTEROID_MIN_RADIUS * kind, position, velocity)
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@@ -13,6 +13,11 @@ class CircleShape(pygame.sprite.Sprite):
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self.velocity = pygame.Vector2(0, 0)
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self.velocity = pygame.Vector2(0, 0)
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self.radius = radius
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self.radius = radius
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def collision(self, other):
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if self.position.distance_to(other.position) <= (self.radius + other.radius):
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return True
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return False
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def draw(self, screen):
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def draw(self, screen):
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# sub-classes must override
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# sub-classes must override
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pass
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pass
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22
main.py
22
main.py
@@ -4,17 +4,26 @@
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import pygame
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import pygame
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from constants import SCREEN_HEIGHT, SCREEN_WIDTH
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from constants import SCREEN_HEIGHT, SCREEN_WIDTH
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from player import Player
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from player import Player
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from asteroid import Asteroid
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from asteroidfield import AsteroidField
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def main():
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def main():
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pygame.init()
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pygame.init()
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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dt = 0
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dt = 0
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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asteroids = pygame.sprite.Group()
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updatable = pygame.sprite.Group()
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drawable = pygame.sprite.Group()
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Asteroid.containers = (asteroids, updatable, drawable)
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AsteroidField.containers = updatable
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asteroid_field = AsteroidField()
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Player.containers = (updatable, drawable)
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player = Player(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
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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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while True:
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for event in pygame.event.get():
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for event in pygame.event.get():
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@@ -30,6 +39,11 @@ def main():
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for object in updatable:
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for object in updatable:
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object.update(dt)
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object.update(dt)
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for asteroid in asteroids:
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if asteroid.collision(player):
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print("Game over!")
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return
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pygame.display.flip()
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pygame.display.flip()
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if __name__ == "__main__":
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if __name__ == "__main__":
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