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main.py
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import pygame
import sys
from Entity import *
from Vector2 import Vector2
from random import randint, uniform
from pygame import mixer
# Init pygame libraries
mixer.pre_init(22050, -16, 40, 4096 / 4)
pygame.init()
mixer.init()
# Setup pygame window
screen_size = (800, 800)
# Bits per pixel, 8 bits for each RGBA value.
bpp = 32
screen = pygame.display.set_mode(screen_size, pygame.HWSURFACE, bpp)
# Load some sound effects
laser_shot_sfx = mixer.Sound("Assets/laser_shot.wav")
hit_sfx = mixer.Sound("Assets/hit.wav")
# Setup the player entity
player = Entity()
player.graphicsBounds.radius = 10
player.collider.radius = 10
player.position = Vector2(screen_size[0]/2, screen_size[1]/2)
player.color = (255, 0, 0)
player.max_speed = 200
accel = 200
bullets = list()
asteroids = list()
emitters = list()
def spawn_asteroid():
if player is None:
return
screen_center = Vector2(screen_size[0]/2, screen_size[0]/2)
spawn_radius = max(screen_center.x, screen_center.y)
spawn_x = uniform(-1, 1)
spawn_y = uniform(-1, 1)
spawn_direction = Vector2(spawn_x, spawn_y)
spawn_direction.normalize()
spawn_point = screen_center + spawn_direction * spawn_radius
a = Asteroid(player, 250)
a.position = spawn_point
a.color = (0, 0, 255)
size = randint(8, 20)
a.graphicsBounds.radius = size
a.collider.radius = size
a.max_speed = 280
asteroids.append(a)
def shoot():
if player is None:
return
# get pos returns a tuple (mx, my)
mouse_tuple = pygame.mouse.get_pos()
mouse_pos = Vector2(mouse_tuple[0], mouse_tuple[1])
# direction pointing at the mouse from the player
to_mouse = Vector2.get_normal(mouse_pos - player.position)
vel = to_mouse * 400.0
b = Bullet(500, player.position, vel)
b.color = (255, 150, 80)
b.graphicsBounds.radius = 5
b.collider.radius = 5
bullets.append(b)
laser_shot_sfx.play()
def take_input(keys):
if player is None:
return
xdir = 0.0
ydir = 0.0
if keys[pygame.K_a]:
xdir = -1
elif keys[pygame.K_d]:
xdir = 1
if keys[pygame.K_w]:
ydir = -1
elif keys[pygame.K_s]:
ydir = 1
direction = Vector2(xdir, ydir)
direction.normalize()
player.acceleration = direction * accel
def check_collision():
global player
if player is None:
return
for a, asteroid in reversed(list(enumerate(asteroids))):
if player.collider.overlaps(asteroid.collider):
e = BurstEmitter(100, 3)
e.emit(player.position)
emitters.append(e)
player = None
hit_sfx.play()
break
for b, bullet in reversed(list(enumerate(bullets))):
if asteroid.collider.overlaps(bullet.collider):
e = BurstEmitter(15, 3)
e.emit(bullet.position)
emitters.append(e)
del asteroids[a]
del bullets[b]
hit_sfx.play()
break
delta_time = 0.0
last_frame_time = 0.0
asteroid_spawn_time = 2.0
asteroid_timer = 0.0
quit = False
while not quit:
start_frame_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit = True
if event.type == pygame.MOUSEBUTTONUP:
shoot()
keys = pygame.key.get_pressed()
take_input(keys)
if player is not None:
player.update(delta_time)
# for b in bullets:
# b.update(delta_time)
for i, bullet in reversed(list(enumerate(bullets))):
bullet.update(delta_time)
if bullet.life <= 0:
del bullets[i]
for a in asteroids:
a.update(delta_time)
asteroid_timer += delta_time
if asteroid_timer >= asteroid_spawn_time:
spawn_asteroid()
asteroid_timer = 0
for i, emitter in reversed(list(enumerate(emitters))):
emitter.update(delta_time)
if emitter.is_done():
del emitters[i]
check_collision()
screen.fill((25, 10, 35))
if player is not None:
player.render(screen)
for b in bullets:
b.render(screen)
for a in asteroids:
a.render(screen)
for e in emitters:
e.render(screen)
pygame.display.update()
# Get elapsed time between frames in seconds
delta_time = (start_frame_time - last_frame_time) / 1000.0
last_frame_time = start_frame_time
# Clean up
pygame.quit()
sys.exit()