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main.py
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main.py
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import random
import math
import arcade
from typing import cast
STARTING_METEOR_COUNT = 3
SCALE = 0.5
OFFSCREEN_SPACE = 300
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Meteor Shooter"
LEFT_LIMIT = -OFFSCREEN_SPACE
RIGHT_LIMIT = SCREEN_WIDTH + OFFSCREEN_SPACE
BOTTOM_LIMIT = -OFFSCREEN_SPACE
TOP_LIMIT = SCREEN_HEIGHT + OFFSCREEN_SPACE
# list down all images and sounds used in the game
BULLET_IMAGE = "images/laser.png"
METEOR_BIG_IMAGE_LIST = ["images/meteorGrey_big1.png", "images/meteorGrey_big2.png",
"images/meteorGrey_big3.png", "images/meteorGrey_big4.png"]
METEOR_MED_IMAGE_LIST = [
"images/meteorGrey_med1.png", "images/meteorGrey_med2.png"]
METEOR_SMALL_IMAGE_LIST = [
"images/meteorGrey_small1.png", "images/meteorGrey_small2.png"]
METEOR_TINY_IMAGE_LIST = [
"images/meteorGrey_tiny1.png", "images/meteorGrey_tiny2.png"]
SHIP_IMAGE = "images/spaceship.png"
SHIPLIFE_IMAGE = "images/spaceship_life.png"
HIT_SOUND1 = "sounds/explosion1.wav"
HIT_SOUND2 = "sounds/explosion2.wav"
HIT_SOUND3 = "sounds/hit1.wav"
HIT_SOUND4 = "sounds/hit2.wav"
LASER_SOUND = "sounds/laser.wav"
class BulletSprite(arcade.Sprite):
def update(self):
super().update()
self.angle = math.degrees(math.atan2(self.change_y, self.change_x))
class MeteorSprite(arcade.Sprite):
def __init__(self, image_file_name, scale):
super().__init__(image_file_name, scale=scale)
self.size = 0
def update(self):
super().update()
if self.center_x < LEFT_LIMIT:
self.center_x = RIGHT_LIMIT
if self.center_x > RIGHT_LIMIT:
self.center_x = LEFT_LIMIT
if self.center_y > TOP_LIMIT:
self.center_y = BOTTOM_LIMIT
if self.center_y < BOTTOM_LIMIT:
self.center_y = TOP_LIMIT
class ShipSprite(arcade.Sprite):
def __init__(self, filename, scale):
super().__init__(filename, scale)
# Info on where we are going.
# Angle comes in automatically from the parent class.
self.thrust = 0
self.drag = 0.05
self.speed = 0
self.max_speed = 4
self.respawning = 0
# Mark that we are respawning.
self.respawn()
def respawn(self):
# Called when the ship dies and we need to make a new ship.
# If we are in the middle of respawning, this is non-zero.
self.respawning = 1
self.center_x = SCREEN_WIDTH / 2
self.center_y = SCREEN_HEIGHT / 2
self.angle = 0
def update(self):
# Update our position and other particulars.
# step 1: continue respawning if it is respawning
if self.respawning:
self.respawning += 1
# alpha: Transparency of sprite. 0 is invisible, 255 is opaque.
"""as alpha changes from 2, 3,...255, the spaceship changes from transparent,
semi-transparent to opaque."""
self.alpha = self.respawning
if self.respawning == 255:
self.respawning = 0
# step 2: set speed
if self.speed > 0:
self.speed -= self.drag
if self.speed < 0:
self.speed = 0
if self.speed < 0:
self.speed += self.drag
if self.speed > 0:
self.speed = 0
self.speed += self.thrust
if self.speed > self.max_speed:
self.speed = self.max_speed
if self.speed < -self.max_speed:
self.speed = -self.max_speed
# step 3: set location
self.change_x = -math.sin(math.radians(self.angle)) * self.speed
self.change_y = math.cos(math.radians(self.angle)) * self.speed
self.center_x += self.change_x
self.center_y += self.change_y
# step 4: If the ship goes off-screen, move it to the other side of the window
if self.right < 0:
self.left = SCREEN_WIDTH
if self.left > SCREEN_WIDTH:
self.right = 0
if self.top < 0:
self.bottom = SCREEN_HEIGHT
if self.bottom > SCREEN_HEIGHT:
self.top = 0
# step 5
super().update()
class ShooterGame(arcade.Window):
def __init__(self):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
self.game_over = False
# Sprite lists
self.player_sprite_list = arcade.SpriteList()
self.meteor_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
self.ship_life_list = arcade.SpriteList()
self.score = 0
self.player_sprite = None
self.lives = 3
# Sounds - BUG HERE
# arcade module unable to load sounds
self.laser_sound = arcade.load_sound(LASER_SOUND)
self.hit_sound1 = arcade.load_sound(HIT_SOUND1)
self.hit_sound2 = arcade.load_sound(HIT_SOUND2)
self.hit_sound3 = arcade.load_sound(HIT_SOUND3)
self.hit_sound4 = arcade.load_sound(HIT_SOUND4)
def start_new_game(self):
self.game_over = False
# Sprite lists
# why I create so many lists?
self.player_sprite_list = arcade.SpriteList()
self.meteor_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
self.ship_life_list = arcade.SpriteList()
# Set up the player
self.score = 0
self.player_sprite = ShipSprite(SHIP_IMAGE, SCALE)
self.player_sprite_list.append(self.player_sprite)
self.lives = 3
# Set up the little icons that represent the player lives.
cur_pos = 10
for i in range(self.lives):
life = arcade.Sprite(SHIPLIFE_IMAGE, SCALE)
life.center_x = cur_pos + life.width
life.center_y = life.height
cur_pos += life.width
self.ship_life_list.append(life)
image_list = METEOR_BIG_IMAGE_LIST
for i in range(STARTING_METEOR_COUNT):
image_no = random.randrange(4)
enemy_sprite = MeteorSprite(image_list[image_no], SCALE)
enemy_sprite.center_x = random.randrange(LEFT_LIMIT, RIGHT_LIMIT)
enemy_sprite.center_y = random.randrange(BOTTOM_LIMIT, TOP_LIMIT)
# generates a random float uniformly in the semi-open range[0.0, 1.0)
enemy_sprite.change_x = random.random() * 2 - 1 # [-1,1)
enemy_sprite.change_y = random.random() * 2 - 1 # [-1,1)
enemy_sprite.change_angle = (random.random() - 0.5) * 2
enemy_sprite.size = 4
self.meteor_list.append(enemy_sprite)
def on_key_press(self, symbol, modifiers):
# Shoot if the player hit the space bar and we aren't respawning.
if not self.player_sprite.respawning and symbol == arcade.key.SPACE:
bullet_sprite = BulletSprite(BULLET_IMAGE, SCALE)
bullet_speed = 13
bullet_sprite.change_y = math.cos(math.radians(
self.player_sprite.angle)) * bullet_speed
bullet_sprite.change_x = - \
math.sin(math.radians(self.player_sprite.angle)) * bullet_speed
bullet_sprite.center_x = self.player_sprite.center_x
bullet_sprite.center_y = self.player_sprite.center_y
bullet_sprite.update()
self.bullet_list.append(bullet_sprite)
arcade.play_sound(self.laser_sound)
if symbol == arcade.key.LEFT:
self.player_sprite.change_angle = 3
elif symbol == arcade.key.RIGHT:
self.player_sprite.change_angle = -3
elif symbol == arcade.key.UP:
self.player_sprite.thrust = 0.15
elif symbol == arcade.key.DOWN:
self.player_sprite.thrust = -0.2
def on_key_release(self, symbol, modifiers):
if symbol == arcade.key.LEFT:
self.player_sprite.change_angle = 0
elif symbol == arcade.key.RIGHT:
self.player_sprite.change_angle = 0
elif symbol == arcade.key.UP:
self.player_sprite.thrust = 0
elif symbol == arcade.key.DOWN:
self.player_sprite.thrust = 0
def split_meteor(self, meteor: MeteorSprite):
x = meteor.center_x
y = meteor.center_y
self.score += 1
if meteor.size == 4:
for i in range(3):
# randomly pick a image from METEOR_MED_IMAGE_LIST
image_list = METEOR_MED_IMAGE_LIST
image_no = random.randrange(2)
enemy_sprite = MeteorSprite(image_list[image_no], SCALE * 1.5)
enemy_sprite.size = 3
enemy_sprite.center_y = y
enemy_sprite.center_x = x
enemy_sprite.change_x = random.random() * 2.5 - 1.25
enemy_sprite.change_y = random.random() * 2.5 - 1.25
enemy_sprite.change_angle = (random.random() - 0.5) * 2
self.meteor_list.append(enemy_sprite)
self.hit_sound1.play()
elif meteor.size == 3:
for i in range(3):
image_list = METEOR_SMALL_IMAGE_LIST
image_no = random.randrange(2)
enemy_sprite = MeteorSprite(image_list[image_no], SCALE * 1.5)
enemy_sprite.size = 2
enemy_sprite.center_y = y
enemy_sprite.center_x = x
# smaller meteor moves and rotates faster
enemy_sprite.change_x = random.random() * 3 - 1.5
enemy_sprite.change_y = random.random() * 3 - 1.5
enemy_sprite.change_angle = (random.random() - 0.5) * 2
self.meteor_list.append(enemy_sprite)
self.hit_sound2.play()
elif meteor.size == 2:
for i in range(3):
image_list = METEOR_TINY_IMAGE_LIST
image_no = random.randrange(2)
enemy_sprite = MeteorSprite(image_list[image_no], SCALE * 1.5)
enemy_sprite.size = 1
enemy_sprite.center_y = y
enemy_sprite.center_x = x
enemy_sprite.change_x = random.random() * 3.5 - 1.75
enemy_sprite.change_y = random.random() * 3.5 - 1.75
enemy_sprite.change_angle = (random.random() - 0.5) * 2
self.meteor_list.append(enemy_sprite)
self.hit_sound3.play()
elif meteor.size == 1:
self.hit_sound4.play()
def on_update(self, x):
if not self.game_over:
self.meteor_list.update()
self.bullet_list.update()
self.player_sprite_list.update()
for bullet in self.bullet_list:
meteors = arcade.check_for_collision_with_list(
bullet, self.meteor_list)
for meteor in meteors:
self.split_meteor(cast(MeteorSprite, meteor))
# expected MeteorSprite, got Sprite instead
meteor.remove_from_sprite_lists()
bullet.remove_from_sprite_lists()
# Remove bullet if it goes off-screen
size = max(bullet.width, bullet.height)
if bullet.center_x < 0 - size:
bullet.remove_from_sprite_lists()
if bullet.center_x > SCREEN_WIDTH + size:
bullet.remove_from_sprite_lists()
if bullet.center_y < 0 - size:
bullet.remove_from_sprite_lists()
if bullet.center_y > SCREEN_HEIGHT + size:
bullet.remove_from_sprite_lists()
if not self.player_sprite.respawning:
meteors = arcade.check_for_collision_with_list(
self.player_sprite, self.meteor_list)
if len(meteors) > 0:
if self.lives > 0:
self.lives -= 1
self.player_sprite.respawn()
self.split_meteor(cast(MeteorSprite, meteors[0]))
meteors[0].remove_from_sprite_lists()
self.ship_life_list.pop().remove_from_sprite_lists()
print("Crash!")
else:
self.game_over = True
print("--- GAME OVER ---")
def on_draw(self):
# Render the screen.
# This command has to happen before we start drawing
arcade.start_render()
# Draw all the sprites.
self.meteor_list.draw()
self.ship_life_list.draw()
self.bullet_list.draw()
self.player_sprite_list.draw()
# Put the text on the screen.
output = f"Score: {self.score}"
arcade.draw_text(output, 10, 70, arcade.color.WHITE, 13)
output = f"Meteor Count: {len(self.meteor_list)}"
arcade.draw_text(output, 10, 50, arcade.color.WHITE, 13)
# No need to call arcade.finish_render() as arcade will call it implicitly when on_draw() ends.
def main():
window = ShooterGame()
window.start_new_game()
arcade.run()
if __name__ == "__main__":
main()