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December 22, 2012 14:00
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Asteroids game in python using pygame module
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#Enterprise pygame | |
import pygame, sys, os, random, math | |
from pygame.locals import * | |
pygame.mixer.pre_init() | |
pygame.init() | |
fps = pygame.time.Clock() | |
#colors | |
WHITE = (255,255,255) | |
RED = (255,0,0) | |
GREEN = (0,255,0) | |
BLACK = (0,0,0) | |
#globals | |
WIDTH = 800 | |
HEIGHT = 600 | |
time = 0 | |
score = 0 | |
lives = 3 | |
started = False | |
#canvas declaration | |
window = pygame.display.set_mode((WIDTH, HEIGHT), 0, 32) | |
pygame.display.set_caption('Star Ship') | |
# helper functions to handle transformations | |
def angle_to_vector(ang): | |
return [math.cos(ang), -math.sin(ang)] | |
def dist(p,q): | |
return math.sqrt((p[0]-q[0])**2+(p[1]-q[1])**2) | |
#Image information class | |
class ImageInfo: | |
def __init__(self, center, size, radius = 0, lifespan = None, animated = False): | |
self.center = center | |
self.size = size | |
self.radius = radius | |
if lifespan: | |
self.lifespan = lifespan | |
else: | |
self.lifespan = float('inf') | |
self.animated = animated | |
def get_center(self): | |
return self.center | |
def get_size(self): | |
return self.size | |
def get_radius(self): | |
return self.radius | |
def get_lifespan(self): | |
return self.lifespan | |
def get_animated(self): | |
return self.animated | |
# Ship class | |
class Ship: | |
def __init__(self, pos, vel, angle, image, thrust_image, info): | |
self.pos = [pos[0]-45,pos[1]-45] | |
self.vel = [vel[0],vel[1]] | |
self.thrust = False | |
self.angle = angle | |
self.angle_vel = 0 | |
self.image = image | |
self.thrust_image = thrust_image | |
self.image_center = info.get_center() | |
self.image_size = info.get_size() | |
self.radius = info.get_radius() | |
self.forward = [0,0] | |
def shoot(self): | |
global a_missile | |
missile_pos = [self.pos[0]+40 + self.radius * self.forward[0], self.pos[1]+40 + self.radius * self.forward[1]] | |
missile_vel = [self.vel[0] + 6 * self.forward[0], self.vel[1] + 6 * self.forward[1]] | |
missile_group.add(Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound)) | |
def set_thrust(self, thrust): | |
self.thrust = thrust | |
if thrust: | |
thruster_sound.play() | |
else: | |
thruster_sound.stop() | |
def get_position(self): | |
return (int(self.pos[0] + self.radius), int(self.pos[1] + self.radius)) | |
def get_radius(self): | |
return self.radius | |
def draw(self,canvas): | |
if self.thrust: | |
canvas.blit(rot_center(self.thrust_image, self.angle), self.pos) | |
else: | |
canvas.blit(rot_center(self.image, self.angle), self.pos) | |
def update(self): | |
acc = 0.5 | |
fric = acc / 20 | |
self.angle += self.angle_vel | |
self.forward = angle_to_vector(math.radians(self.angle)) | |
if self.thrust: | |
self.vel[0] += self.forward[0] * acc | |
self.vel[1] += self.forward[1] * acc | |
self.vel[0] *= (1 - fric) | |
self.vel[1] *= (1 - fric) | |
# update position | |
self.pos[0] = (self.pos[0] + self.vel[0]) % (WIDTH - self.radius) | |
self.pos[1] = (self.pos[1] + self.vel[1]) % (HEIGHT - self.radius) | |
def set_angle_vel(self, vel): | |
self.angle_vel = vel | |
# Sprite class | |
class Sprite: | |
def __init__(self, pos, vel, ang, ang_vel, image, info, sound = None): | |
if sound: | |
sound.play() | |
self.vel = [vel[0],vel[1]] | |
self.angle = ang | |
self.angle_vel = ang_vel | |
self.image = image | |
self.image_center = info.get_center() | |
self.image_size = info.get_size() | |
self.radius = info.get_radius() | |
self.lifespan = info.get_lifespan() | |
self.animated = info.get_animated() | |
self.age = 0 | |
self.pos = [pos[0]+self.radius,pos[1]+self.radius] | |
def collide(self,other_object): | |
if dist(self.pos, other_object.get_position()) <= self.radius + other_object.get_radius(): | |
return True | |
else: | |
return False | |
def get_position(self): | |
return [int(self.pos[0]), int(self.pos[1])] | |
def get_radius(self): | |
return self.radius | |
def draw(self, canvas): | |
if self.animated: | |
self.age += 1 | |
if self.age < self.lifespan: | |
canvas.blit(self.image[self.age], self.pos) | |
else: | |
canvas.blit(rot_center(self.image, self.angle), (int(self.pos[0] - self.radius), int(self.pos[1] - self.radius))) | |
def update(self): | |
# update angle | |
self.angle += self.angle_vel | |
# update position | |
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH | |
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT | |
self.age += 1 | |
if self.age < self.lifespan: | |
return False | |
else: | |
return True | |
def load_sliced_sprites(w, h, filename): | |
''' | |
Specs : | |
Master can be any height. | |
Sprites frames width must be the same width | |
Master width must be len(frames)*frame.width | |
Assuming you ressources directory is named "ressources" | |
''' | |
images = [] | |
master_image = pygame.image.load(os.path.join('images', filename)).convert_alpha() | |
master_width, master_height = master_image.get_size() | |
for i in xrange(int(master_width/w)): | |
images.append(master_image.subsurface((i*w,0,w,h))) | |
return images | |
#explosion images | |
explosion_images = load_sliced_sprites(128, 128, 'explosion_blue.png') | |
explosion_info = ImageInfo([64,64], [128,128], 64, 24, True) | |
#load images | |
nebula = pygame.image.load(os.path.join('images','nebula_brown.png')) | |
debris = pygame.image.load(os.path.join('images','debris2_brown.png')) | |
#ship image | |
ship_image = pygame.image.load(os.path.join('images','ship.png')) | |
ship_info = ImageInfo([45,45], [90,90], 45) | |
#Thrusted ship image | |
thrusted_ship_image = pygame.image.load(os.path.join('images','ship_thrusted.png')) | |
thrusted_ship_info = ImageInfo([45,45], [90,90], 45) | |
#Rock image | |
rock_image = pygame.image.load(os.path.join('images','asteroid_blend.png')) | |
rock_info = ImageInfo([45,45], [90,90],45) | |
#Missile image | |
missile_image = pygame.image.load(os.path.join('images','shot2.png')) | |
missile_info = ImageInfo([5,5], [10,10], 5, 50) | |
#Missile sound | |
missile_sound = pygame.mixer.Sound(os.path.join('sounds','missile.ogg')) | |
missile_sound.set_volume(1) | |
#thrust sound | |
thruster_sound = pygame.mixer.Sound(os.path.join('sounds','thrust.ogg')) | |
thruster_sound.set_volume(1) | |
#thrust sound | |
explosion_sound = pygame.mixer.Sound(os.path.join('sounds','explosion.ogg')) | |
explosion_sound.set_volume(1) | |
#background score | |
pygame.mixer.music.load(os.path.join('sounds','trektheme.ogg')) | |
pygame.mixer.music.set_volume(0.3) | |
pygame.mixer.music.play() | |
#splash screen | |
splash = pygame.image.load(os.path.join('images','splash.png')) | |
#splash screen | |
splash = pygame.image.load(os.path.join('images','splash.png')) | |
#create objects of classes | |
Enterprise = Ship([WIDTH//2, HEIGHT//2], [0,0], 0, ship_image, thrusted_ship_image, ship_info) | |
rock_group = set([]) | |
missile_group = set([]) | |
explosion_group = set([]) | |
#process sprite group draw and update | |
def process_sprite_group(canvas): | |
for rock in rock_group: | |
rock.draw(canvas) | |
rock.update() | |
for missile in list(missile_group): | |
missile.draw(canvas) | |
if missile.update(): | |
missile_group.remove(missile) | |
for explosion in explosion_group: | |
explosion.draw(canvas) | |
#collision | |
#group collide method | |
def group_collide(group,other_object): | |
counter = len(group) | |
for element in list(group): | |
if element.collide(other_object): | |
explosion_group.add(Sprite([element.get_position()[0] - 3*element.radius,element.get_position()[1] - 3*element.radius], [0,0], 0, 0, explosion_images, explosion_info,explosion_sound)) | |
group.remove(element) | |
return counter - len(group) | |
#group and group collide check method | |
def group_group_collide(first_group, second_group): | |
counter = 0 | |
for element in list(first_group): | |
if group_collide(second_group,element) > 0: | |
counter += 1 | |
first_group.remove(element) | |
return counter | |
#draw function of canvas | |
def draw(canvas): | |
global score,lives,started | |
canvas.fill(BLACK) | |
canvas.blit(nebula,(0,0)) | |
canvas.blit(debris,(time*.3,0)) | |
canvas.blit(debris,(time*.3-WIDTH,0)) | |
#draw ship | |
Enterprise.draw(canvas) | |
if started: | |
#show rocks and missile | |
process_sprite_group(canvas) | |
#update ship | |
Enterprise.update() | |
#collision check | |
if group_collide(rock_group,Enterprise) > 0: | |
if lives > 1: | |
lives -= 1 | |
else: | |
lives = 0 | |
started=False | |
hits = group_group_collide(missile_group, rock_group) | |
if hits > 0: | |
score += hits*10; | |
else: | |
canvas.blit(splash, (WIDTH//2 - 200, HEIGHT//2 - 150)) | |
#draw Score | |
myfont1 = pygame.font.SysFont("Comic Sans MS", 20) | |
label1 = myfont1.render("Lives : "+str(lives), 1, (255,255,0)) | |
canvas.blit(label1, (50,20)) | |
myfont2 = pygame.font.SysFont("Comic Sans MS", 20) | |
label2 = myfont2.render("Score : "+str(score), 1, (255,255,0)) | |
canvas.blit(label2, (670, 20)) | |
def rot_center(image, angle): | |
"""rotate a Surface, maintaining position.""" | |
orig_rect = image.get_rect() | |
rot_image = pygame.transform.rotate(image, angle) | |
rot_rect = orig_rect.copy() | |
rot_rect.center = rot_image.get_rect().center | |
rot_image = rot_image.subsurface(rot_rect).copy() | |
return rot_image | |
#keydown handler | |
def keydown(event): | |
ang_vel = 4.5 | |
if event.key == K_LEFT: | |
Enterprise.set_angle_vel(ang_vel) | |
if event.key == K_RIGHT: | |
Enterprise.set_angle_vel(-ang_vel) | |
if event.key == K_UP: | |
Enterprise.set_thrust(True) | |
if event.key == K_SPACE: | |
Enterprise.shoot() | |
#keyup handler | |
def keyup(event): | |
if event.key in (K_LEFT,K_RIGHT): | |
Enterprise.set_angle_vel(0) | |
if event.key == K_UP: | |
Enterprise.set_thrust(False) | |
def timer(): | |
global time | |
if time <= WIDTH: | |
time += 1 | |
if time % 60 == 0: | |
rock_spawner() | |
else: | |
time = 0 | |
def rock_spawner(): | |
global rock_group,started | |
if len(rock_group) < 12 and started: | |
while 1: | |
random_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)] | |
if dist(random_pos,Enterprise.get_position()) <= rock_info.get_radius() + 2 * Enterprise.get_radius(): | |
continue | |
else: | |
rock_pos = random_pos | |
break | |
increase = score/100 | |
rock_vel = [random.random() * (3 + increase) - (1 + increase), random.random() * (3 + increase) - (1 + increase)] | |
rock_avel = random.random() * 6 - 1 | |
rock_group.add(Sprite(rock_pos, rock_vel, 0, rock_avel, rock_image, rock_info)) | |
def click(event): | |
global started, lives, score, rock_group, missile_group, Enterprise | |
if event.button == 1 and event.pos[0] in range(WIDTH//2 - 200, WIDTH//2 + 200) and event.pos[1] in range(HEIGHT//2 - 150, HEIGHT//2 + 150) and not started: | |
started = True | |
lives = 3 | |
score = 0 | |
rock_group = set([]) | |
missile_group = set([]) | |
#game loop | |
while True: | |
draw(window) | |
timer() | |
for event in pygame.event.get(): | |
if event.type == KEYDOWN: | |
keydown(event) | |
elif event.type == KEYUP: | |
keyup(event) | |
elif event.type == MOUSEBUTTONDOWN: | |
click(event) | |
elif event.type == QUIT: | |
pygame.quit() | |
sys.exit() | |
pygame.display.update() | |
fps.tick(60) |
how do you import pygames?
@mirandna you have to install pygame using pip
pip install pygame
Then you can import as mentioned in the script
Where can i find images/resources?
ex. explosions, sprites.etc
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do it work?