A clone of Asteroids.
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#!/usr/bin/env python3
from sys import argv
import pygame as pg
# locals
from ship import Ship
from starfield import Starfield
from torpedo import Torpedo
# Colors
BLACK = (0,)*3
WHITE = (255,)*3
# Graphical Environment
WIN_SIZE = (1280, 960)
MAX_FPS = 60
# Game constants
# Sprite positions
start = (0,0)
# Setup
pg.init()
clock = pg.time.Clock()
font = pg.font.SysFont('Courier',24)
pg.display.set_caption(f"Space Collector")
screen = pg.display.set_mode(WIN_SIZE)
scr_rect = screen.get_rect()
pg.mouse.set_cursor(pg.SYSTEM_CURSOR_CROSSHAIR)
map_rect = pg.Rect(
(start[0]-scr_rect.width/2,
start[1]-scr_rect.height/2),
scr_rect.size
)
the_starfield = Starfield(screen, grid_step=40, paralax=1);
the_ship = Ship(start,scr_rect)
the_ship.rect.x = scr_rect.centerx - the_ship.rect.width / 2
the_ship.rect.y = scr_rect.centery - the_ship.rect.height / 2
disp_sprites = pg.sprite.Group()
moving = pg.sprite.Group()
# Game loop
carry_on = True
win = False
cooling = 0
while carry_on:
# Quitting states
for event in pg.event.get():
if event.type == pg.QUIT:
carry_on = False
elif event.type==pg.KEYDOWN:
if event.key==pg.K_ESCAPE:
carry_on = False
### Game Logic ###
mousev = pg.math.Vector2(pg.mouse.get_pos())
mousev -= scr_rect.center
keyboard_events = pg.key.get_pressed()
# ship direction
if mousev.length() > the_ship.SIZE/2:
the_ship.direction += mousev.normalize()
the_ship.direction.normalize_ip()
if keyboard_events[pg.key.key_code('w')]:
the_ship.velocity += the_ship.direction / 2**0.5
# Move ship
the_ship.map_pos.x += round(the_ship.velocity.x) % map_rect.w
the_ship.map_pos.y += round(the_ship.velocity.y) % map_rect.h
# Move camera to follow ship
map_rect.x = (the_ship.map_pos.x - map_rect.w/2) % map_rect.w
map_rect.y = (the_ship.map_pos.y - map_rect.h/2) % map_rect.h
# Torpedoes
if keyboard_events[pg.key.key_code("space")] and cooling <= 0:
disp_sprites.add(Torpedo(scr_rect, the_ship.map_pos, the_ship.direction, the_ship.velocity))
cooling = Torpedo.COOLTIME
elif cooling > 0:
cooling -= 1
### Display Logic ###
screen.fill(BLACK)
the_starfield.draw(screen, map_rect, (map_rect.w, map_rect.h))
disp_sprites.update(map_rect=map_rect)
disp_sprites.draw(screen)
the_ship.update(rot_vector= the_ship.direction)
screen.blit(the_ship.image, the_ship.rect)
if True:
elapsed_time = pg.time.get_ticks()/1000
elapsed_minutes = int(elapsed_time // 60)
elapsed_seconds = int(elapsed_time // 1) % 60
time_string = f"{elapsed_minutes:d}:{elapsed_seconds:02d}"
time_label = font.render(time_string, 1, WHITE)
time_pos = (screen.get_width()-10-time_label.get_width(),10)
screen.blit(time_label, time_pos)
gem_str = f"Level Complete!"
gem_label = font.render(gem_str,True, WHITE)
screen.blit(gem_label, (10, 10))
pg.display.flip()
clock.tick(MAX_FPS)
pg.quit()