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arcade_asteroids.py
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arcade_asteroids.py
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import arcade
import random
import time
import math
import pyglet
import itertools
# Tuples of keys for controls
KEY_FORWARD = (arcade.key.W, arcade.key.UP)
KEY_LEFT = (arcade.key.A, arcade.key.LEFT)
KEY_RIGHT = (arcade.key.D, arcade.key.RIGHT)
KEY_SHOOT = (arcade.key.SPACE,)
class Window(arcade.Window):
"""Window. Manages main game class"""
def __init__(self, width, height):
super().__init__(width, height, "Asteroids!")
self.level = 0
self.player = Player(self.width / 2, self.height / 2, 0)
self.bullets = []
self.asteroids = []
self.spawn_asteroids()
self.bullets_shot = 0
self.last_frame_time = time.time()
self.time_accumulator = 0
self.lives = 10
self.last_death = time.time()
self.last_asteroid_hit = time.time()
self.shown_screen_time = 0
self.game_screen = "asteroids"
self.has_sound = True
self.score = 0
self.last_blink = 0
try:
# LICENSED UNDER CC BY 3.0
# https://www.freesound.org/people/ani_music/sounds/219619/
# https://creativecommons.org/licenses/by/3.0/legalcode
self.shoot_sound = arcade.load_sound("pew.wav")
# LICENSED UNDER CC 0
# https://www.freesound.org/people/Xenonn/sounds/128302/
self.asteroid_hit_sound = arcade.load_sound("asteroid_hit.wav")
# LICENSED UNDER CC BY 3.0
# https://www.freesound.org/people/bone666138/sounds/198876/
# Converted from aiff to wav
# https://creativecommons.org/licenses/by/3.0/legalcode
self.death_sound = arcade.load_sound("death.wav")
except pyglet.media.MediaFormatException:
self.has_sound = False
def spawn_asteroids(self):
"""Populate self.asteroids with random asteroids"""
self.asteroids = [
Asteroid(
random.randint(100, self.width - 100), random.randint(100, self.height - 100),
random.randint(-200, 200) / 100, random.randint(-200, 200) / 100
)
for _ in range(5 * self.level)
]
def on_key_press(self, key, modifiers):
"""Handle controls"""
if self.game_screen == "asteroids":
if key in KEY_FORWARD:
self.player.velocity = 5
elif key in KEY_LEFT:
self.player.turning = -2
elif key in KEY_RIGHT:
self.player.turning = 2
elif key in KEY_SHOOT and self.bullets_shot != 1:
self.bullets.append(Bullet(self.player.x, self.player.y, self.player.velocity + 2, self.player.angle))
self.bullets_shot = 1
if self.has_sound:
arcade.play_sound(self.shoot_sound)
# If dead and key is pressed restart
elif self.game_screen == "death" and time.time() - self.shown_screen_time > 3:
self.lives = 10
self.score = 0
self.level = 0
self.player.x = 0
self.player.y = 0
self.bullets = []
self.spawn_asteroids()
self.game_screen = "asteroids"
self.last_death = time.time()
def on_key_release(self, key, modifiers):
"""Handle controls"""
if key in itertools.chain(KEY_LEFT, KEY_RIGHT):
self.player.turning = 0
elif key in KEY_FORWARD:
self.player.velocity = 1
def on_draw(self):
"""Update and draw the game"""
# Add to the counter which is used to limit bullets and time screen cahnges
self.time_accumulator += time.time() - self.last_frame_time
self.last_frame_time = time.time()
# Game screen is asteroids - update main game logic
if self.game_screen == "asteroids":
# Update player
self.player.update()
# Update asteroids
for asteroid in self.asteroids:
asteroid.update()
"""
Remove the asteroid if it is out of bounds
This will only happen if the asteroid has not bounced automatically in Asteroid#update
which will only occur if it is too small
1) Check if asteroid is out of x upper bound
2) Check if asteroid is out of x lower bound
3) Check if asteroid is out of y upper bound
4) Check if asteroid is out of y lower bound
"""
if (asteroid.x > w + asteroid.radius * 2) or (asteroid.x < -asteroid.radius * 2) or \
(asteroid.y > h + asteroid.radius * 2) or (asteroid.y < -asteroid.radius * 2):
self.asteroids.remove(asteroid)
# Check if asteroid is colliding with player
# Only do so if the asteroid is not space debris, i.e has size > 9
if asteroid.size > 9 and \
arcade.geometry.are_polygons_intersecting(asteroid.transformed_polygon,
self.player.bounding_box):
# Give player immunity for 5 seconds after death
if time.time() - self.last_death > 5:
self.lives -= 1
self.score -= 10
self.last_death = time.time()
self.last_blink = time.time()
if self.has_sound:
arcade.play_sound(self.death_sound)
# Update bullets
for bullet in self.bullets:
bullet.update()
# Make sure bullets aren't out of bounds; destroy if they are
if bullet.x > w or bullet.x < 0 or bullet.y > h or bullet.y < 0:
self.bullets.remove(bullet)
# Check for collisions between bullets and asteroids
for asteroid in self.asteroids:
if arcade.geometry.are_polygons_intersecting(asteroid.transformed_polygon,
bullet.transformed_polygon) and asteroid.size > 3:
# Only add to score if they are not debris, i.e size > 9
if asteroid.size > 9:
self.score += 5
# Bullet has hit asteroid, split asteroid up into two of the next prime asteroid
sides = asteroid.side_ordinal - 1 if asteroid.side_ordinal - 1 != -1 else 0
asteroid_a = Asteroid(
random.randint(
min(int(asteroid.x), int(asteroid.x + asteroid.radius)),
max(int(asteroid.x), int(asteroid.x + asteroid.radius))
),
random.randint(
min(int(asteroid.y,), int(asteroid.y + asteroid.radius)),
max(int(asteroid.y, ), int(asteroid.y + asteroid.radius)),
),
random.randint(-200, 200) / 100, random.randint(-200, 200) / 100,
side_ordinal=sides,
size=asteroid.size / 2
)
asteroid_b = Asteroid(
random.randint(
min(int(asteroid.x), int(asteroid.x + asteroid.radius)),
max(int(asteroid.x), int(asteroid.x + asteroid.radius))
),
random.randint(
min(int(asteroid.y,), int(asteroid.y + asteroid.radius)),
max(int(asteroid.y, ), int(asteroid.y + asteroid.radius)),
),
random.randint(-200, 200) / 100, random.randint(-200, 200) / 100,
side_ordinal=sides,
size=asteroid.size / 2
)
if len(self.asteroids) < 100 or asteroid_a.size > 3:
self.asteroids.append(asteroid_a)
self.asteroids.append(asteroid_b)
self.asteroids.remove(asteroid)
if time.time() - self.last_asteroid_hit > 0.5:
if self.has_sound:
arcade.play_sound(self.asteroid_hit_sound)
self.last_asteroid_hit = time.time()
print("Boom!")
# Reset bullet count
# This prevents spamming bullets
if self.time_accumulator > 1:
self.bullets_shot = 0
self.time_accumulator = 0
# Go to next level if big asteroids are destroyed
if len([1 for a in self.asteroids if a.size > 9]) == 0:
self.game_screen = "next_level"
if self.lives <= 0:
self.game_screen = "death"
# Render game
arcade.start_render()
# Show death screen
if self.game_screen == "death":
if self.shown_screen_time == 0:
self.shown_screen_time = time.time()
self.shown_screen_time += time.time() - self.last_frame_time
arcade.draw_text("GAME OVER", self.width / 2 - 100, self.height / 2, arcade.color.WHITE,
font_size=24, font_name="courier new")
arcade.draw_text("SCORE: {0}".format(self.score), self.width / 2 - 100, self.height / 2 - 75, arcade.color.WHITE,
font_size=24, font_name="courier new")
if time.time() - self.shown_screen_time > 3:
arcade.draw_text("PRESS ANY KEY TO PLAY AGAIN", self.width / 2 - 275, self.height / 2 - 150, arcade.color.WHITE,
font_size=24, font_name="courier new")
# Show next level screen
elif self.game_screen == "next_level":
if self.shown_screen_time == 0:
self.level += 1
self.shown_screen_time = time.time()
arcade.draw_text("LEVEL {0}".format(self.level),
self.width / 2 - 75, self.height / 2, arcade.color.WHITE,
font_size=24, font_name="courier new")
# Actually go to next level
elif time.time() - self.shown_screen_time > 3:
self.score += 20
self.game_screen = "asteroids"
self.bullets = []
self.spawn_asteroids()
self.shown_screen_time = 0
self.last_death = time.time()
else:
arcade.draw_text("LEVEL {0}".format(self.level),
self.width / 2 - 75, self.height / 2, arcade.color.WHITE,
font_size=24, font_name="courier new")
self.shown_screen_time += time.time() - self.last_frame_time
# Show main game screen
elif self.game_screen == "asteroids":
for asteroid in self.asteroids:
asteroid.render()
for bullet in self.bullets:
bullet.render()
# Set last blink cycle time
if time.time() - self.last_death < 5 and time.time() - self.last_blink > 0.35:
self.last_blink = time.time()
# Draw if blink is in "draw half"
elif time.time() - self.last_blink < 0.2:
self.player.render()
# Draw if time - last death time > 5
elif time.time() - self.last_death > 5:
self.player.render()
arcade.draw_text("LIVES: {0}".format(self.lives), 0, 15, arcade.color.WHITE, font_size=24, font_name="courier new")
arcade.draw_text("SCORE: {0}".format(self.score), 0, self.height - 25, arcade.color.WHITE, font_size=24, font_name="courier new")
class Asteroid:
"""Class representing an asteroid"""
def __init__(self, x, y, v_x, v_y, side_ordinal=None, size=random.randint(20, 25)):
self.x = x
self.y = y
self.v_x = v_x
self.v_y = v_y
self.polygon = []
self.side_ordinal = side_ordinal if side_ordinal is not None else random.randint(0, 3)
self.size = size
self.sides = (3, 5, 7, 11)[self.side_ordinal] # Prime numbered polygons
self.radius = abs(self.size / (2 * math.sin(180 / self.sides)))
exterior_angle = math.radians(360 / self.sides)
cur_angle = 0
cur_pos = [0, 0]
for i in range(self.sides):
cur_angle += exterior_angle
cur_pos = [math.sin(cur_angle) * self.size + cur_pos[0], cur_pos[1] + math.cos(cur_angle) * self.size]
self.polygon.append(cur_pos)
@property
def transformed_polygon(self):
"""
Polygon which represents where the asteroid actually is, not just the shape
Relative to 0, 0
"""
return [(x + self.x, y + self.y) for x, y in self.polygon]
def update(self):
"""Update asteroid"""
self.x += self.v_y
self.y += self.v_x
bounce = False
for x, y in self.transformed_polygon:
# Bounce if point is out of bounds
if x > w or x < 0 or y > h or y < 0:
bounce = True
break
# Only bounce if not space debris, i.e size > 9
if bounce and self.size > 9:
self.v_x *= -1
self.v_y *= -1
def render(self):
"""Render asteroid"""
polygon = [(x + self.x, y + self.y) for x, y in self.polygon]
arcade.draw_polygon_outline(polygon, arcade.color.WHITE)
class Bullet:
"""Class representing a bullet"""
def __init__(self, x, y, velocity, direction):
self.x = x
self.y = y
self.velocity = velocity
self.angle = direction
@property
def transformed_polygon(self):
"""
Polygon which represents where the bullet actually is, not just its shape
Relative to 0, 0
"""
return (
(self.x, self.y),
(self.x + 5, self.y),
(self.x + 2.5, self.y + 5)
)
def update(self):
"""Update bullet"""
self.angle %= 360
self.x += self.velocity * math.sin(math.radians(self.angle))
self.y += self.velocity * math.cos(math.radians(self.angle))
def render(self):
"""Render bullet"""
arcade.draw_triangle_outline(
self.x, self.y,
self.x + 5, self.y,
self.x + 2.5, self.y + 5,
arcade.color.WHITE
)
class Player:
"""Class representing player"""
def __init__(self, x, y, direction):
self.x = x
self.y = y
self.texture = arcade.load_texture("ship.png", 0, 0, 200, 200, False, False, 0.01)
self.velocity = 0
self.angle = direction
self.turning = 0
@property
def bounding_box(self):
"""Bounding box of player, relative to 0,0"""
return [(self.x + 10, self.y + 10),
(self.x - 10, self.y + 10),
(self.x - 10, self.y - 10),
(self.x + 10, self.y - 10)]
def update(self):
"""Update player"""
self.angle += self.turning
self.angle %= 360
self.x += self.velocity * math.sin(math.radians(self.angle))
self.y += self.velocity * math.cos(math.radians(self.angle))
self.x %= w + 10
self.y %= h + 10
def render(self):
"""Render player"""
arcade.draw_texture_rectangle(self.x, self.y, 20, 20, self.texture, -self.angle, alpha=255)
# Set up game
w, h = 640, 500
window = Window(w, h)
time.sleep(1) # Sleep to wait for window to open
arcade.set_window(window)
window.player.velocity = 1
# Run game
arcade.run()