diff options
| author | Robert Scheibe <rob.scheibe@gmail.com> | 2020-07-03 14:06:36 +0200 | 
|---|---|---|
| committer | Robert Scheibe <rob.scheibe@gmail.com> | 2020-07-03 14:06:36 +0200 | 
| commit | 150ef16e8d5eee4e121f10e70c0980e04646b965 (patch) | |
| tree | 82c913b12c2d119729e4871a6f0c61d319f9c95c | |
| parent | 4bb1a99639b635a3fcc8d98b3d2b0605a7c84e54 (diff) | |
added asteroids clone
| -rw-r--r-- | AsteroidsInfinity/AsteroidsInfinity.py | 1069 | ||||
| -rw-r--r-- | AsteroidsInfinity/README.txt | 24 | ||||
| -rw-r--r-- | AsteroidsInfinity/controls.txt | 6 | ||||
| -rw-r--r-- | AsteroidsInfinity/font/Readme.txt | 25 | ||||
| -rw-r--r-- | AsteroidsInfinity/font/Vectorb.ttf | bin | 0 -> 29784 bytes | |||
| -rw-r--r-- | AsteroidsInfinity/gpl-3.0.txt | 674 | ||||
| -rw-r--r-- | AsteroidsInfinity/highscores.txt | 10 | ||||
| -rw-r--r-- | AsteroidsInfinity/icon.png | bin | 0 -> 586 bytes | |||
| -rw-r--r-- | AsteroidsInfinity/sounds/beat1.wav | bin | 0 -> 865 bytes | |||
| -rw-r--r-- | AsteroidsInfinity/sounds/beat2.wav | bin | 0 -> 902 bytes | |||
| -rw-r--r-- | AsteroidsInfinity/sounds/explosion.wav | bin | 0 -> 9561 bytes | |||
| -rw-r--r-- | AsteroidsInfinity/sounds/life.wav | bin | 0 -> 15059 bytes | |||
| -rw-r--r-- | AsteroidsInfinity/sounds/saucer.wav | bin | 0 -> 1908 bytes | |||
| -rw-r--r-- | AsteroidsInfinity/sounds/shot.wav | bin | 0 -> 2988 bytes | |||
| -rw-r--r-- | AsteroidsInfinity/sounds/thrust.wav | bin | 0 -> 31754 bytes | 
15 files changed, 1808 insertions, 0 deletions
diff --git a/AsteroidsInfinity/AsteroidsInfinity.py b/AsteroidsInfinity/AsteroidsInfinity.py new file mode 100644 index 0000000..a702e26 --- /dev/null +++ b/AsteroidsInfinity/AsteroidsInfinity.py @@ -0,0 +1,1069 @@ +#! /usr/bin/env python +# The above line makes this executible in unix systems + +#    Asteroids Infinity +#    Inspired by the classic Atari arcade game "Asteroids" +#    Copyright (C) 2009  Ben Whittaker +# +#    This program is free software: you can redistribute it and/or modify +#    it under the terms of the GNU General Public License as published by +#    the Free Software Foundation, either version 3 of the License, or +#    (at your option) any later version. +# +#    This program is distributed in the hope that it will be useful, +#    but WITHOUT ANY WARRANTY; without even the implied warranty of +#    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the +#    GNU General Public License for more details. +# +#    You should have received a copy of the GNU General Public License +#    along with this program.  If not, see <http://www.gnu.org/licenses/>. + +import pygame +import random +import math +import os +import sys +import string +from pygame.locals import * + +pygame.init() +#joystick or gamepad init +pygame.joystick.init() +print ("Joystics: ", pygame.joystick.get_count()) +js = pygame.joystick.Joystick(0) +js.init() + + +try: +    os.chdir(sys.argv[0][:sys.argv[0].rindex("AsteroidsInfinity.py")]) +except: +    pass + +screensize = (640, 480) +playarea = (700, 540) +viewpoint = [350, 270] +forecolor = (255, 255, 255) +backcolor = (0, 0, 0) + +Objects = pygame.sprite.Group() +ProtoObjs = pygame.sprite.Group() +Saucers = pygame.sprite.Group() +Asteroids = pygame.sprite.Group() +Particles = pygame.sprite.Group() +Collidable = pygame.sprite.Group() +Bullets = pygame.sprite.Group() +ShipGroup = pygame.sprite.GroupSingle() +TextGroup = pygame.sprite.RenderUpdates() + +def loadsounds(): +    global explosion_sound +    global shot_sound +    global thrust_sound +    global beat1_sound +    global beat2_sound +    global life_sound +    global saucer_sound +    explosion_sound = Sound("sounds/explosion.wav") +    shot_sound = Sound("sounds/shot.wav") +    thrust_sound = Sound("sounds/thrust.wav") +    beat1_sound = Sound("sounds/beat1.wav") +    beat2_sound = Sound("sounds/beat2.wav") +    life_sound = Sound("sounds/life.wav") +    saucer_sound = Sound("sounds/saucer.wav") +    if pygame.mixer.get_init() <> None: +        pygame.mixer.set_reserved(2) # reserves channels for the thrust sound and the saucer sound +        pygame.mixer.Channel(1).set_volume(0.5) + +def set_volume(volume): +    explosion_sound.set_volume(volume) +    shot_sound.set_volume(volume) +    thrust_sound.set_volume(volume) +    beat1_sound.set_volume(volume) +    beat2_sound.set_volume(volume) +    life_sound.set_volume(volume) +    saucer_sound.set_volume(volume) + +def get_highscores(): +    if os.access("highscores.txt", os.F_OK) == True: +        try: +            scores_file = open("highscores.txt","r") +            highscores = [] +            lines = scores_file.readlines() +            scores_file.close() +            for line in lines: +                line = line.strip() +                line = line.split(":") +                if len(line) < 2: +                    break +                highscores += [(int(line[0]), line[1])] +            while len(highscores) < 10: +                highscores += [(0,"")] +            return highscores +        except: +            print "Could not open highscores and/or could not parse highscores." +            print "Using default highscores." +    highscores = [ +        (8128, "PERFECT"), +        (6173, "PRIME"), +        (4540, "11BC"), +        (3798, "RAND"), +        (3141, "PI"), +        (2718, "E"), +        (1764, "LIFE^2"), +        (1024, "10^1010"), +        (525, "BAR"), +        (325, "FOO") +        ] +    return highscores + +def save_highscores(highscores): +    scores_file = open("highscores.txt","w") +    for score in highscores: +        scores_file.write(str(score[0]) + ":" + score[1] + "\n") +    scores_file.close() + +def get_controls(): +    controls = {"left":pygame.K_LEFT, "right":pygame.K_RIGHT, "up":pygame.K_UP, "down":pygame.K_DOWN, "shoot":pygame.K_SPACE, "shield":pygame.K_LCTRL} +    if os.access("controls.txt", os.F_OK) == True: +        controls_file = open("controls.txt", "r") +        for a in ("up", "down", "left", "right", "shoot", "shield"): +            line = controls_file.readline()[:-1] +            if line.isdigit() == True: +                controls[a] = int(line) +        controls_file.close() +    return controls + +def save_controls(controls): +    controls_file = open("controls.txt","w") +    for a in ("up", "down", "left", "right", "shoot", "shield"): +        controls_file.write(str(controls[a]) + "\n") +    controls_file.close() + +class DummySound(): +    def __init__(self, filename): +        pass +    def play(self, loops=0, maxtime=0, fade_ms=0): +        pass +    def stop(self): +        pass +    def fadeout(self, time): +        pass +    def set_volume(self, value): +        pass +    def get_volume(self): +        return 1 +    def get_num_channels(self): +        return 0 +    def get_length(self): +        return 0 + +def Sound(filename): +    if pygame.mixer.get_init() == None: +        return DummySound(filename) +    else: +        return pygame.mixer.Sound(filename) + +class DummyChannel(): +    def __init__(self, ID): +        pass +    def play(self, Sound, loops=0, maxtime=0, fade_ms=0): +        pass +    def stop(self): +        pass +    def set_volume(self, value): +        pass +    def get_volume(self): +        return 1 +    def get_busy(self): +        return False +    def queue(self, Sound): +        pass + +def Channel(ID): +    if pygame.mixer.get_init() == None: +        return DummyChannel(ID) +    else: +        return pygame.mixer.Channel(ID) + +class Text(pygame.sprite.Sprite): # A class of objects for displaying text +    def __init__(self, text, font, pos, align = "left"): +        pygame.sprite.Sprite.__init__(self, TextGroup) +        self.align = align # short for alignment, and can be "left", "right", or "center" +        self.pos = pos +        self.font = font +        self.change(text) +    def change(self, text): +        self.image = self.font.render(text, 1, (forecolor)) # make the text graphic +        for a in range(2): +            self.image.blit(self.image, (0, 0)) # copy the text graphic onto itself to make it brighter +        self.text = text +        width = self.image.get_width() +        height = self.image.get_height() +        if self.align == "left": +            self.rect = pygame.Rect(self.pos[0], self.pos[1], width, height) +        elif self.align == "center": +            self.rect = pygame.Rect(self.pos[0] - width / 2, self.pos[1], width, height) +        else: +            self.rect = pygame.Rect(self.pos[0] - width, self.pos[1], width, height) + +def wrap(num, start, end): +    while num < start: +        num += end - start +    while num > end: +        num -= end - start +    return num + +def explosion(pos, rel_speed, particles, added_speed = 200): +    for a in range(0, particles): +        angle = random.uniform(0, math.pi * 2) +        speed = random.uniform(0, added_speed) +        Particle(pos, (rel_speed[0] + math.sin(angle) * speed, rel_speed[1] + math.cos(angle) * speed)) +    explosion_sound.play() + +class Obj(pygame.sprite.Sprite): +    angle = 0 +    spin = 0 +    def __init__(self, pos, speed, groups = []): +        pygame.sprite.Sprite.__init__(self, groups + [Objects]) +        self.pos = list(pos) +        self.speed = list(speed) +        self.set_pos_screen() +        #self.image = image +        #self.image.set_colorkey((66, 66, 66)) +        #self.rect = pygame.Rect((self.pos[0] - self.image.get_width() / 2, self.pos[1] - self.image.get_height() / 2), image.get_size()) +    def update(self): +        self.angle += self.spin / fps +        self.pos[0] += self.speed[0] / fps +        self.pos[1] += self.speed[1] / fps +        if self.pos[0] > playarea[0]: +            self.pos[0] -= playarea[0] +        elif self.pos[0] < 0: +            self.pos[0] += playarea[0] +        if self.pos[1] > playarea[1]: +            self.pos[1] -= playarea[1] +        elif self.pos[1] < 0: +            self.pos[1] += playarea[1] +        self.set_pos_screen() +        #self.pos_screen = (self.rect.x + self.rect.w / 2, self.rect.y + self.rect.h / 2) +##    def render(self): +##        render_pos = (self.image.get_height() / 2, self.image.get_width() / 2) +##        temp_points = [] +##        for point in self.image_points: +##            temp_points.append((math.sin(point[0] + self.angle) * point[1] + render_pos[0], math.cos(point[0] + self.angle) * point[1] + render_pos[1])) +##        self.image.fill((66, 66, 66)) +##        pygame.draw.polygon(self.image, (0, 0, 0), temp_points) +##        pygame.draw.aalines(self.image, (255, 255, 255), 1, temp_points) +## +##        #pygame.draw.circle(self.image, (100, 100, 100), render_pos, self.radius, 1) +    def set_pos_screen(self): +        self.pos_screen = [self.pos[0] - viewpoint[0], self.pos[1] - viewpoint[1]] +        max_radius_x = (playarea[0] - screensize[0]) / 2 +        max_radius_y = (playarea[1] - screensize[1]) / 2 +        #if self.pos_screen[0] - max_radius_x > screensize[0]: +        #    self.pos_screen[0] -= playarea[0] +        #elif self.pos_screen[0] + max_radius_x < 0: +        #    self.pos_screen[0] += playarea[0] +        #if self.pos_screen[1] - max_radius_y > screensize[1]: +        #    self.pos_screen[1] -= playarea[1] +        #elif self.pos_screen[1] + max_radius_y < 0: +        #    self.pos_screen[1] += playarea[1] +        self.pos_screen[0] = wrap(self.pos_screen[0], -max_radius_x, screensize[0] + max_radius_x) +        self.pos_screen[1] = wrap(self.pos_screen[1], -max_radius_y, screensize[1] + max_radius_y) +    def draw(self, surface): +        render_pos = (self.pos_screen[0], self.pos_screen[1]) +        dirtyrects = [] +        for points_list in self.image_points: +            color = forecolor +            if len(points_list[0]) > 2: +                color = points_list[0] +                points_list = points_list[1:] +            temp_points = [] +            for point in points_list: +                temp_points.append((math.sin(point[0] + self.angle) * point[1] + render_pos[0], math.cos(point[0] + self.angle) * point[1] + render_pos[1])) +            pygame.draw.polygon(surface, backcolor, temp_points) +            dirtyrects.append(pygame.draw.aalines(surface, color, 1, temp_points).inflate(2, 2)) +            #pygame.draw.circle(surface, (100, 100, 100), render_pos, self.radius, 1) +        return dirtyrects + +class Asteroid(Obj): +    def __init__(self, pos, speed, size, groups = []): +        self.size = size +        self.radius = 3 * pow(2, size) +        self.spin = random.uniform(math.pi * -2, math.pi * -2) +        #image = pygame.Surface((self.radius * 4, self.radius * 4)) +        self.image_points = [[]] +        for a in range(0, 10): +            angle = a * math.pi / 5 + random.uniform(0, math.pi / 5) +            dist = random.uniform(self.radius * 0.7, self.radius * 1.4) +            self.image_points[0].append((angle, dist)) +        Obj.__init__(self, pos, speed, groups + [Asteroids, Collidable]) +        self.collision_type = "hard" +        #self.render() +    def collide(self, victim): +        global score +        if victim.collision_type == "Explosive": +            #for a in range(50): +            #    angle = random.uniform(0, math.pi * 2) +            #    speed = random.uniform(0, 10) +            #    Particle(self.pos, (self.speed[0] + math.sin(angle) * speed, self.speed[1] + math.cos(angle) * speed)) +            explosion(self.pos, self.speed, 50) +            for a in range(2): +                if self.size > 1: +                    angle = random.uniform(0, math.pi * 2) +                    speed = random.uniform(0, 100) +                    Asteroid(self.pos, (self.speed[0] + math.sin(angle) * speed, self.speed[1] + math.cos(angle) * speed), self.size - 1) +            raise_score(25 * pow(2, 3 - self.size), victim) +            if random.randint(0, 50) == 0: +                if random.randint(1, 3) == 1: +                    SmallSaucer((random.randint(0, screensize[0]), random.randint(0, screensize[1]))) +                else: +                    BigSaucer((random.randint(0, screensize[0]), random.randint(0, screensize[1]))) +            self.kill() + +class Ship(Obj): +    def __init__(self, pos, speed, radius, movement_keys, groups = []): +        self.radius = radius +        self.movement_keys = movement_keys +        #image = pygame.Surface((self.radius * 4, self.radius * 4)) +##        self.image_points = [[ +##            (0, radius * 1.3), +##            (math.pi / 3, radius), +##            (math.pi * 5 / 6, radius * 1.2), +##            (math.pi, radius / 2), +##            (math.pi * 7 / 6, radius * 1.2), +##            (math.pi * 5 / 3, radius) +##            ]] +        self.normal_points = [[ +                (0, radius * 1.3), +                (math.pi / 2, radius / 2), +                (math.pi / 2, radius * 1.2), +                (math.pi * 5 / 6, radius), +                (math.pi * 7 / 6, radius),  +                (math.pi * 3 / 2, radius * 1.2), +                (math.pi * 3 / 2, radius / 2) +            ]] +        self.shield_points = [(math.pi / 10 * a, self.radius * 1.5) for a in range(20)] +        self.image_points = self.normal_points +        Obj.__init__(self, pos, speed, groups + [Collidable]) +        self.collision_type = "Explosive" +        #self.render() +        self.gunheat = 0 +        self.reloading = 0 +        self.bullets = pygame.sprite.Group() +        self.activate_shield(2) +        self.shield = 5 +    def control(self, keys): +        self.thrustvolume = 0 +        self.spin = 0 +        factor = 1 + +        if keys[self.movement_keys["left"]] == 1: +            self.spin += factor*math.pi +            if random.random() < 20 / fps: +                self.exaust(math.pi, (math.pi * 1 / 2, self.radius * 1.2), 1) +            self.thrustvolume = 0.25 +        if keys[self.movement_keys["right"]] == 1: +            self.spin -= factor*math.pi +            if random.random() < 20 / fps: +                self.exaust(math.pi, (math.pi * 3 / 2, self.radius * 1.2), 1) +            self.thrustvolume = 0.25 +        if keys[self.movement_keys["down"]] == 1: +            self.speed[0] -= math.sin(self.angle) * 400 / 3 / fps +            self.speed[1] -= math.cos(self.angle) * 400 / 3 / fps +            if random.random() < 20 / fps: +                self.exaust(math.pi, (math.pi * 1 / 2, self.radius * 1.2), 1) +                self.exaust(math.pi, (math.pi * 3 / 2, self.radius * 1.2), 1) +            self.thrustvolume = 0.75 +        if keys[self.movement_keys["up"]] == 1: +            self.speed[0] += factor*math.sin(self.angle) * 800 / 3 / fps +            self.speed[1] += factor*math.cos(self.angle) * 800 / 3 / fps +            if random.random() < 60 / fps: +                self.exaust(0, (0, -self.radius / 2), 1) +            self.thrustvolume = 1 +        Channel(0).set_volume(self.thrustvolume) +        Channel(0).queue(thrust_sound) +        if keys[self.movement_keys["shoot"]] == 1 and self.gunheat < 40 and self.reloading <=  0: +            Bullet(self.pos, (self.speed[0] + math.sin(self.angle) * 400, self.speed[1] + math.cos(self.angle) * 400), self.angle, 4, creator = self, groups = [self.bullets]) +            self.gunheat += 10 +            self.reloading += 1 +        if self.reloading > 0: +            self.reloading -= 20.0 / fps +        if self.gunheat > 0: +            self.gunheat -= 20.0 / fps +        if self.start_shield > 0: +            self.start_shield -= 1.0 / fps +        elif self.collision_type == "Hard": +            self.collision_type = "Explosive" +            self.image_points = self.normal_points +        if keys[self.movement_keys["shield"]] == 1 and self.shield > 0: +            if self.shield > 5: +                self.shield = 5.0 +            self.collision_type = "Hard" +            s = self.shield / 5 +            self.image_points = [[[int(s * forecolor[n] + (1 - s) * backcolor[n]) for n in (0,1,2)]] + self.shield_points] + self.normal_points +            self.shield -= 2.5 / fps +        elif self.shield < 5: +            self.shield += 0.5 / fps +            self.collision_type = "Explosive" +            self.image_points = self.normal_points +    def exaust(self, rel_angle, rel_pos, amount): +        for a in range(amount): +            angle = self.angle + rel_angle + random.uniform(math.pi / -12, math.pi / 12) +            speed = random.uniform(100, 200) +            pos = [self.pos[0] + math.sin(rel_pos[0] + self.angle) * rel_pos[1], self.pos[1] + math.cos(rel_pos[0] + self.angle) * rel_pos[1]] +            Particle(pos, (self.speed[0] + math.sin(angle) * -speed, self.speed[1] + math.cos(angle) * -speed)) +    def activate_shield(self, timer): +        self.start_shield = timer +        self.collision_type = "Hard" +        self.image_points = [self.shield_points] + self.normal_points +    def collide(self, victim): +        if victim not in self.bullets.sprites() and self.collision_type == "Explosive": +            for a in range(0, 7): +                angle = random.uniform(0, math.pi * 2) +                speed = random.uniform(0, 200) +                Stick(self.pos, (self.speed[0] + math.sin(angle) * speed, self.speed[1] + math.cos(angle) * speed), 7) +            explosion(self.pos, self.speed, 25) +            self.kill() + +class Saucer(Obj): +    def __init__(self, pos, radius, groups = []): +        Obj.__init__(self, pos, [0, 0], groups + [Particles, ProtoObjs, Saucers]) +        self.remove(Objects) +        self.real_radius = radius +        self.radius = 0.5 +        self.make_image_points(self.radius) +        self.collision_type = "Explosive" +        angle = random.uniform(0, math.pi * 2) +        speed = random.randint(40, 160) +        self.speed[0] += math.sin(angle) * speed +        self.speed[1] += math.cos(angle) * speed +        self.bullets = pygame.sprite.Group() +        if Saucers.sprites() == [self]: +            #print 1 +            Channel(1).play(saucer_sound, -1) +        #else: +            #print 0 +    def update(self): +        global viewpoint +        if self.radius < self.real_radius: +            self.radius *= 7**(1 / fps) +            self.make_image_points(self.radius) +        else: +            self.radius = self.real_radius +            self.remove(ProtoObjs) +            self.add(Objects) +            self.add(Collidable) +        if random.random() > 0.35**(1/fps): +            self.speed = list(viewpointspeed) +            angle = random.uniform(0, math.pi * 2) +            speed = random.randint(40, 160) +            self.speed[0] += math.sin(angle) * speed +            self.speed[1] += math.cos(angle) * speed +            # The following commented out chunk off code was an attempt to make saucers avoid asteroids. It didn't work. +##            for a in range(10): +##                self.speed = list(viewpointspeed) +##                angle = random.uniform(0, math.pi * 2) +##                speed = random.randint(40, 160) +##                self.speed[0] += math.sin(angle) * speed +##                self.speed[1] += math.cos(angle) * speed +##                danger = 0 +##                for asteroid in Asteroids.sprites(): +##                    rel_speed = (asteroid.speed[0] - self.speed[0], asteroid.speed[1] - self.speed[1]) +##                    rel_pos = (wrap(asteroid.pos[0] - self.pos[0], -playarea[0]/2, playarea[0]/2), wrap(asteroid.pos[1] - self.pos[1], -playarea[1]/2, playarea[1]/2)) +##                    rel_angle = math.atan2(rel_pos[0], rel_pos[1]) - 180 +##                    clearance = math.atan2(asteroid.radius + self.radius, math.hypot(rel_pos[0], rel_pos[1])) +##                    #print clearance +##                    ras = math.atan2(rel_speed[0], rel_speed[1]) +##                    #print ras +##                    #angle = rel_angle +##                    #speed = 200 +##                    #Stick(self.pos, (self.speed[0] + math.sin(angle) * speed, self.speed[1] + math.cos(angle) * speed), 5) +##                    if wrap(rel_angle - clearance, ras - math.pi, ras + math.pi) < ras < wrap(rel_angle + clearance, ras - math.pi, ras + math.pi): +##                        danger = 1 +##                        #print "not there" +##                        if a == 9: +##                            print "Aaaaaaaa!!!!!" +##                            break +##                if danger == 0: +##                    break +        Obj.update(self) +    def collide(self, victim): +        if victim not in self.bullets.sprites(): +            explosion(self.pos, self.speed, 25) +            for a in range(0, 10): +                angle = random.uniform(0, math.pi * 2) +                speed = random.uniform(0, 200) +                Stick(self.pos, (self.speed[0] + math.sin(angle) * speed, self.speed[1] + math.cos(angle) * speed), self.radius / 2) +            self.kill() +    def make_image_points(self, r): +        self.image_points = [[ +                (math.pi / 2, r * 4 / 3), +                (math.pi / 4, r * 3 / 4), +                (-math.pi / 4, r * 3 / 4), +                (-math.pi / 2, r * 4 / 3) +            ], [ +                (math.pi * 3 / 4, r * 3 / 4), +                (math.pi / 2, r * 4 / 3), +                (-math.pi / 2, r * 4 / 3), +                (-math.pi * 3 / 4, r * 3 / 4) +            ], [ +                (math.pi * 11 / 12, r), +                (math.pi * 3 / 4, r * 3 / 4), +                (-math.pi * 3 / 4, r * 3 / 4), +                (-math.pi * 11 / 12, r) +            ]] +    def kill(self): +        pygame.sprite.Sprite.kill(self) +        if Saucers.sprites() == []: +            Channel(1).stop() + +class BigSaucer(Saucer): +    def __init__(self, pos): +        Saucer.__init__(self, pos, 15) +    def update(self): +        Saucer.update(self) +        if random.random() > 0.6**(1/fps) and Objects in self.groups(): +            angle = random.uniform(0, math.pi * 2) +            speed = (self.speed[0] + math.sin(angle) * 400, self.speed[1] + math.cos(angle) * 400) +            Bullet([self.pos[0], self.pos[1]], speed, angle, 4, creator = self, groups = [self.bullets]) +    def collide(self, victim): +        global score +        Saucer.collide(self, victim) +        raise_score(250, victim) + +class SmallSaucer(Saucer): +    def __init__(self, pos): +        Saucer.__init__(self, pos, 10) +    def update(self): +        Saucer.update(self) +        if ShipGroup.sprite <> None: +            target = ShipGroup.sprite +        elif Asteroids.sprites() <> []: +            target = Asteroids.sprites()[0] +        if random.random() > 0.6**(1/fps) and Objects in self.groups(): +            angle = math.atan2(target.pos_screen[0] - self.pos_screen[0], target.pos_screen[1] - self.pos_screen[1]) + random.uniform(math.pi / -4, math.pi / 4) +            speed = (self.speed[0] + math.sin(angle) * 400, self.speed[1] + math.cos(angle) * 400) +            Bullet([self.pos[0], self.pos[1]], speed, angle, 4, creator = self, groups = [self.bullets]) +    def collide(self, victim): +        global score +        Saucer.collide(self, victim) +        raise_score(1000, victim) + +class Particle(Obj): +    def __init__(self, pos, speed, groups = []): +        #image = pygame.Surface((1, 1)) +        #image.fill((200, 200, 200)) +        Obj.__init__(self, pos, speed, groups + [Particles]) +    def update(self): +        if random.random() > 0.35**(1/fps): +            self.kill() +        Obj.update(self) +    def draw(self, surface): +        pos_screen_int = [int(self.pos_screen[0]), int(self.pos_screen[1])] +        surface.set_at(pos_screen_int, forecolor) +        return [pygame.Rect(pos_screen_int, (1, 1))] + +class Stick(Obj): +    def __init__(self, pos, speed, radius, groups = []): +        self.radius = radius +        #image = pygame.Surface((radius * 2, radius * 2)) +        self.spin = random.uniform(math.pi * -2, math.pi * 2) +        self.image_points = [[(0, 0), (0, radius), (math.pi, radius)]] +        Obj.__init__(self, pos, speed, groups + [Particles]) +    def update(self): +        if random.random() > 0.50**(1/fps): +            self.kill          () +        Obj.update(self) + +class Bullet(Obj): +    def __init__(self, pos, speed, angle, radius, creator = None, groups = []): +        self.creator = creator +        self.radius = radius +        self.angle = angle +        #image = pygame.Surface((radius * 2, radius * 2)) +        self.image_points = [[(0, radius), (math.pi * 8 / 9, radius), (math.pi * 10 / 9, radius)]] +        self.collision_type = "Explosive" +        Obj.__init__(self, pos, speed, groups + [Collidable, Bullets]) +        #self.render() +        self.lifetime = 1 +        shot_sound.play() +    def update(self): +        self.lifetime -= 1.0 / fps +        if self.lifetime <= 0: +            self.kill() +        Obj.update(self) +    def collide(self, victim): +        if victim <> self.creator: +            if not (Bullets in victim.groups() and victim.creator == self.creator): +                explosion(self.pos, [(self.speed[a] + victim.speed[a]) / 2 for a in range(2)], 25, 100) +                self.kill() + +def raise_score(amount, attacker = None): +    global score +    if attacker == None: +        score += amount +    elif attacker == ShipGroup.sprite: +        score += amount +    elif attacker.__class__ == Bullet and attacker.creator == ShipGroup.sprite: +        score += amount + +def main(): +    global viewpoint +    global viewpointspeed +    global score +    global fps +    font = pygame.font.Font("font/Vectorb.ttf", 20) +    small_font = pygame.font.Font("font/Vectorb.ttf", 10) +    large_font = pygame.font.Font("font/Vectorb.ttf", 40) +    loadsounds() +    screen = pygame.display.set_mode(screensize) +    screen.fill(backcolor) +    pygame.display.flip() +    fullscreen = 0 +    pygame.display.set_caption("Asteroids Infinity") +    volume = 100 +    clock = pygame.time.Clock() +    highscores = get_highscores() +    controls = get_controls() +    #    Asteroid([random.randint(0, 1000), random.randint(0, 1000)], (random.randint(-5, 5), random.randint(-5, 5)), 3) +    #Ship([playarea[0] / 2, playarea[1] / 2], [0, 0], 10, {"left":pygame.K_LEFT, "right":pygame.K_RIGHT, "up":pygame.K_UP, "down":pygame.K_DOWN, "shoot":pygame.K_SPACE, "shield":pygame.K_LCTRL}, groups = [ShipGroup]) +    viewpointspeed = [0, 0] +    score = 0 +    lives = 0 +    #lives_text = font.render("Lives : " + str(lives), 1, (255, 255, 255)) +    lives_text = Text("Lives : " + str(lives), font, (20, 20)) +    level_text = Text("Level N/A", font, (screensize[0] / 2, 20), align = "center") +    score_text = Text("", font, (screensize[0] - 20, 20), align = "right") +    fps_counter = 0 +    respawn_time = 2 +    running = 1 +    for a in range(random.randrange(1, 10)): +        Asteroid((random.randint(0, playarea[0]), random.randint(0, playarea[1])), (random.randint(-100, 100), random.randint(-100, 100)), random.randint(1, 3)) +    lastbeat = pygame.time.get_ticks() +    beattype = 1 +    mode = "menustart" +    olddirtyrects = [] +    #for joystick moves +    k_left = 0 +    k_right = 0 +    k_up = 0 +    k_down = 0 +    k_shoot = 0 +    k_shield = 0 + +    while running == 1: +        fps = 1000.0 / clock.tick(100) +        if fps_counter == 1: +            fps_text.change("FPS : " + str(clock.get_fps())) +        keys = pygame.key.get_pressed() +        #if keys[pygame.K_ESCAPE] == True: +        #    break +        events = pygame.event.get() + +        lst = list(keys) +        #A +        if (js.get_button(1) == 1): +            lst[controls["shoot"]]= 1 +            k_shoot = 1 +        else: +            k_shoot = 0 +        #B +        if (js.get_button(0) == 1): +            lst[controls["shield"]] = 1  +            k_shield = 1 + +        #left +        if (js.get_axis(0) < 0 ): +            lst[controls["left"]] = 1 +            k_left = 1 +        #right +        if (js.get_axis(0) > 0 ): +            lst[controls["right"]] = 1 +            k_right = 1 +        #up +        if (js.get_axis(1) < 0 ): +            lst[controls["up"]] = 1 +        #down +        if (js.get_axis(1) > 0 ): +            lst[controls["down"]] = 1 +        keys = tuple(lst) + +        for event in events: + +            if event.type == pygame.QUIT: +                running = 0 +            elif event.type == JOYBUTTONDOWN: +                # Button A +                if (js.get_button(1) == 1): +                    if mode == "menu": +                        if selected == 0: +                            for item in menu_items: +                                item.kill() +                            mode = "playstart" + +            elif event.type == pygame.KEYDOWN: +                #print event.unicode +                if event.key == pygame.K_ESCAPE: +                    if mode == "play": +                        mode = "gameoverstart" +                    elif mode == "menu": +                        running = 0 +                    elif mode == "controls" or mode == "setcontrol": +                        for text in controls_text + menu_items: +                            text.kill() +                        mode = "optionsstart" +                    elif mode <> "gameover": +                        for text in menu_items: +                            text.kill() +                        if mode == "sethighscore": +                            name_text.kill() +                        mode = "menustart" +                if event.key == pygame.K_p and mode == "play": # Pause +                    pause_text1 = Text("PAUSED", large_font, (screensize[0] / 2, screensize[1] / 2 - 65), align = "center") +                    pause_text2 = Text("Press any key to continue", font, (screensize[0] / 2, screensize[1] / 2 + 20), align = "center") +                    TextGroup.draw(screen) +                    pygame.display.flip() +                    while 1: +                        event = pygame.event.wait() +                        if event.type == pygame.KEYDOWN: +                            pause_text1.kill() +                            pause_text2.kill() +                            break +                        if event.type == pygame.QUIT: +                            running = 0 +                            break +                    clock.tick() +                if mode == "menu" or mode == "options" or mode == "controls": +                    if event.key == pygame.K_UP or event.key == pygame.K_DOWN: +                        menu_items[selected].change(menu_items[selected].text[1:-1]) +                        if event.key == pygame.K_UP: +                            if selected == 0: +                                selected = len(menu_items) - 1 +                            else: +                                selected -= 1 +                        else: +                            if selected == len(menu_items) - 1: +                                selected = 0 +                            else: +                                selected += 1 +                        menu_items[selected].change("<" + menu_items[selected].text + ">") +                if mode == "menu": +                    if event.key == pygame.K_RETURN: +                        if selected == 0: +                            for item in menu_items: +                                item.kill() +                            mode = "playstart" +                        elif selected == 1: +                            for item in menu_items: +                                item.kill() +                            mode = "highscoresstart" +                        elif selected == 2: +                            for item in menu_items: +                                item.kill() +                            mode = "optionsstart" +                        elif selected == 3: +                            running = 0 +                        #title_text.kill() +                if mode == "options": +                    if event.key == pygame.K_RETURN: +                        if selected == 0: +                            if fullscreen == 0: +                                pygame.display.set_mode(screensize, pygame.FULLSCREEN) +                                pygame.mouse.set_visible(False) +                                screen.fill((backcolor)) +                                pygame.display.flip() +                                fullscreen = 1 +                                menu_items[0].change("<WINDOWED>") +                            else: +                                pygame.display.set_mode(screensize) +                                pygame.mouse.set_visible(True) +                                screen.fill((backcolor)) +                                pygame.display.flip() +                                fullscreen = 0 +                                menu_items[0].change("<FULLSCREEN>") +                        elif selected == 2: +                            if fps_counter == 0: +                                fps_counter = 1 +                                fps_text = Text("", small_font, (2, screensize[1] - 13)) +                                menu_items[2].change("<FPS COUNTER OFF>") +                            else: +                                fps_counter = 0 +                                fps_text.kill() +                                menu_items[2].change("<FPS COUNTER ON>") +                        elif selected == 3: +                            for item in menu_items: +                                item.kill() +                            mode = "controlsstart" +                        elif selected == 4: +                            for item in menu_items: +                                item.kill() +                            mode = "menustart" +                    if selected == 1: +                        if event.key == pygame.K_LEFT and volume > 0: +                            volume -= 10 +                            set_volume(volume / 100.0) +                            menu_items[1].change("<VOLUME: " + str(volume) + "%>") +                        elif event.key == pygame.K_RIGHT and volume < 100: +                            volume += 10 +                            set_volume(volume / 100.0) +                            menu_items[1].change("<VOLUME: " + str(volume) + "%>") +                if mode == "controls": +                    if event.key == pygame.K_RETURN: +                        if selected < 6: +                            menu_items[selected].change("< >") +                            mode = "setcontrol" +                        if selected == 6: +                            for text in controls_text + menu_items: +                                text.kill() +                            mode = "optionsstart" +                elif mode == "setcontrol": +                    menu_items[selected].change("<" + pygame.key.name(event.key) + ">") +                    if selected == 0: +                        controls["up"] = event.key +                    elif selected == 1: +                        controls["down"] = event.key +                    elif selected == 2: +                        controls["left"] = event.key +                    elif selected == 3: +                        controls["right"] = event.key +                    elif selected == 4: +                        controls["shoot"] = event.key +                    elif selected == 5: +                        controls["shield"] = event.key +                    save_controls(controls) +                    mode = "controls" +                if mode == "sethighscore": +                    if event.unicode in string.printable[:95] and len(name) < 10: +                        name += event.unicode +                        name_text.change(name + "_") +                    elif event.key == pygame.K_BACKSPACE: +                        name = name[:-1] +                        name_text.change(name + "_") +                    elif event.key == pygame.K_RETURN: +                        highscores += [(score, name.upper())] +                        highscores.sort(reverse = True) +                        highscores = highscores[:10] +                        save_highscores(highscores) +                        for text in menu_items: +                            text.kill() +                        name_text.kill() +                        mode = "highscoresstart" +                if mode == "gameover": +                    for text in gameover_text: +                        text.kill() +                    mode = "highscorecheck" +                if mode == "highscores": +                    for text in menu_items: +                        text.kill() +                    mode = "menustart" +            if event.type == pygame.MOUSEBUTTONDOWN and event.pos == (0, 0): +                pygame.display.set_mode(screensize) +                pygame.mouse.set_visible(True) +                fullscreen = 0 +                if mode == "options": +                    menu_items[0].change("<FULLSCREEN>") +                 +        #pygame.event.pump() +        a = 0 +        if Asteroids.sprites() == []: +            if mode == "play": +                level += 1 +                for obj in Objects.sprites(): +                    obj.speed[0] -= viewpointspeed[0] +                    obj.speed[1] -= viewpointspeed[1] +                for a in range(level): +                    Asteroid([random.randint(0, playarea[0]), random.randint(0, playarea[1])], (random.randint(-100, 100), random.randint(-100, 100)), 3) +                #level_text = font.render("Level " + str(level), 1, (255, 255, 255)) +                level_text.change("Level " + str(level)) +                if ShipGroup.sprite <> None: +                    ShipGroup.sprite.activate_shield(2) +                    viewpointspeed = [0, 0] +            else: +                for a in range(random.randrange(1, 10)): +                    Asteroid((random.randint(0, playarea[0]), random.randint(0, playarea[1])), (random.randint(-100, 100), random.randint(-100, 100)), random.randint(1, 3)) +                viewpointspeed = [0, 0] +                     +        while a < len(Collidable.sprites()): +            obj1 = Collidable.sprites()[a] +            pos1 = list(obj1.pos) +            for obj2 in Collidable.sprites()[a + 1:]: +                pos2 = list(obj2.pos) +                if pos1[0] - pos2[0] > playarea[0] / 2: +                    pos1[0] -= playarea[0] +                if pos2[0] - pos1[0] > playarea[0] / 2: +                    pos2[0] -= playarea[0] +                if pos1[1] - pos2[1] > playarea[1] / 2: +                    pos1[1] -= playarea[1] +                if pos2[1] - pos1[1] > playarea[1] / 2: +                    pos2[1] -= playarea[1] +                if math.hypot(pos1[0] - pos2[0], pos1[1] - pos2[1]) < obj1.radius + obj2.radius: +                    obj1.collide(obj2) +                    obj2.collide(obj1) +                if obj1.groups() == []: +                    break +            a += 1 +        if mode == "menustart": +            #title_text = Text("ASTEROIDS INFINITY", large_font, (screensize[0] / 2, screensize[1] / 2 - 180), align = "center") +            menu_items = ( +                Text("<PLAY>", large_font, (screensize[0] / 2, screensize[1] / 2 - 80), align = "center"), +                Text("HIGHSCORES", large_font, (screensize[0] / 2, screensize[1] / 2), align = "center"), +                Text("OPTIONS", large_font, (screensize[0] / 2, screensize[1] / 2 + 80), align = "center"), +                Text("QUIT", large_font, (screensize[0] / 2, screensize[1] / 2 + 160), align = "center") +                ) +            selected = 0 +            mode = "menu" +        if mode == "optionsstart": +            if fullscreen == 0: +                item0 = "<FULLSCREEN>" +            else: +                item0 = "<WINDOWED>" +            item1 = "VOLUME: " + str(volume) + "%" +            if fps_counter == 0: +                item2 = "FPS COUNTER ON" +            else: +                item2 = "FPS COUNTER OFF" +            menu_items = ( +                Text(item0, large_font, (screensize[0] / 2, screensize[1] / 2 - 180), align = "center"), +                Text(item1, large_font, (screensize[0] / 2, screensize[1] / 2 - 100), align = "center"), +                Text(item2, large_font, (screensize[0] / 2, screensize[1] / 2 - 20), align = "center"), +                Text("CONTROLS", large_font, (screensize[0] / 2, screensize[1] / 2 + 60), align = "center"), +                Text("BACK", large_font, (screensize[0] / 2, screensize[1] / 2 + 140), align = "center") +                ) +            selected = 0 +            mode = "options" +        if mode == "controlsstart": +            controls_text = ( +                Text("UP: ", font, (screensize[0] / 2, screensize[1] / 2 - 140), align = "right"), +                Text("DOWN: ", font, (screensize[0] / 2, screensize[1] / 2 - 100), align = "right"), +                Text("LEFT: ", font, (screensize[0] / 2, screensize[1] / 2 - 60), align = "right"), +                Text("RIGHT: ", font, (screensize[0] / 2, screensize[1] / 2 - 20), align = "right"), +                Text("SHOOT: ", font, (screensize[0] / 2, screensize[1] / 2 + 20), align = "right"), +                Text("SHIELD: ", font, (screensize[0] / 2, screensize[1] / 2 + 60), align = "right") +                ) +            menu_items = ( +                Text("<" + pygame.key.name(controls["up"]) + ">", font, (screensize[0] / 2, screensize[1] / 2 - 140), align = "left"), +                Text(pygame.key.name(controls["down"]), font, (screensize[0] / 2, screensize[1] / 2 - 100), align = "left"), +                Text(pygame.key.name(controls["left"]), font, (screensize[0] / 2, screensize[1] / 2 - 60), align = "left"), +                Text(pygame.key.name(controls["right"]), font, (screensize[0] / 2, screensize[1] / 2 - 20), align = "left"), +                Text(pygame.key.name(controls["shoot"]), font, (screensize[0] / 2, screensize[1] / 2 + 20), align = "left"), +                Text(pygame.key.name(controls["shield"]), font, (screensize[0] / 2, screensize[1] / 2 + 60), align = "left"), +                Text("BACK", large_font, (screensize[0] / 2, screensize[1] / 2 + 100), align = "center") +                ) +            selected = 0 +            setting_key = 0 +            mode = "controls" +        if mode == "highscoresstart": +            menu_items = [Text("HIGHSCORES", large_font, (screensize[0] / 2, 40), align = "center")] +            a = -130 +            n = 1 +            for highscore in highscores: +                menu_items.append(Text(str(n) + ". ", font, (200, screensize[1] / 2 + a), align = "right")) +                menu_items.append(Text(highscore[1], font, (200, screensize[1] / 2 + a), align = "left")) +                menu_items.append(Text(str(highscore[0]), font, (screensize[0] - 150, screensize[1] / 2 + a), align = "right")) +                a += 30 +                n += 1 +            menu_items.append(Text("PRESS ANY KEY TO CONTINUE", font, (screensize[0] / 2, screensize[1] - 60), align = "center")) +            mode = "highscores" +        if mode == "highscorecheck": +            if score > highscores[-1][0]: +                menu_items = [] +                menu_items.append(Text("YOU SET A NEW HIGHSCORE WITH " + str(score) + " POINTS", font, (screensize[0] / 2, screensize[1] / 2 - 40), align = "center")) +                menu_items.append(Text("PLEASE ENTER YOUR NAME", font, (screensize[0] / 2, screensize[1] / 2), align = "center")) +                name_text = Text("_", font, (screensize[0] / 2, screensize[1] / 2 + 40), align = "center") +                name = "" +                mode = "sethighscore" +            else: +                mode = "highscoresstart" +        if mode == "playstart": +                for sprite in Collidable.sprites(): +                    sprite.kill()  +                Ship([random.randint(0, playarea[0]), random.randint(0, playarea[0])], [0, 0], 10, controls, groups = [ShipGroup]) +                viewpoint = [playarea[0] / 2 - screensize[0] /2, playarea[1] / 2 - screensize[1] /2] +                viewpointspeed = [0, 0] +                score = 0 +                lives = 4 +                lives_text.change("Lives : " + str(lives)) +                level = 0 +                next_life = 10000 +                mode = "play" +        if mode == "play": +            if score >= next_life: +                lives += 1 +                lives_text.change("Lives : " + str(lives)) +                life_sound.play() +                next_life += 10000 +            if ShipGroup.sprite <> None: +                ship = ShipGroup.sprite +                ship.control(keys) +                #viewpoint[0] = ship.pos[0] - screensize[0] / 2 + ship.speed[0] / fps +                #viewpoint[1] = ship.pos[1] - screensize[1] / 2 + ship.speed[1] / fps +                rel_x = wrap(viewpoint[0] - ship.pos[0], -playarea[0], 0) + screensize[0] / 2 +                rel_y = wrap(viewpoint[1] - ship.pos[1], -playarea[1], 0) + screensize[1] / 2 +                px = math.fabs(rel_x / (screensize[0] / 8)) +                if px > 1: px = 1.0 +                py = math.fabs(rel_y / (screensize[1] / 8)) +                if py > 1: py = 1.0 +                viewpointspeed[0] -= (viewpointspeed[0] - ship.speed[0]) * (1 - ((1-px)**(1 / fps))) +                viewpointspeed[1] -= (viewpointspeed[1] - ship.speed[1]) * (1 - ((1-py)**(1 / fps))) +                p = (1 - (0.1**(1 / fps))) +                viewpoint[0] += -rel_x * p +                viewpoint[1] += -rel_y * p +                viewpoint[0] = wrap(viewpoint[0], 0, playarea[0]) +                viewpoint[1] = wrap(viewpoint[1], 0, playarea[1]) +                #if not -screensize[0] / 4 < rel_x < screensize[0] / 4: +                #    viewpointspeed[0] = ship.speed[0] +                #if not -screensize[1] / 4 < rel_y < screensize[1] / 4: +                #    viewpointspeed[1] = ship.speed[1] +            elif lives == 0: +                mode = "gameoverstart" +            elif respawn_time <= 0: +                Ship([random.randint(0, playarea[0]), random.randint(0, playarea[1])], [0, 0], 10, controls, groups = [ShipGroup]) +                lives -= 1 +                #lives_text = font.render("Lives : " + str(lives), 1, (255, 255, 255)) +                lives_text.change("Lives : " + str(lives)) +                respawn_time = 2 +            else: +                respawn_time -= 1.0 / fps +        else: +            if random.random() > 0.98**(1/fps): +                if random.randint(1, 3) == 1: +                    SmallSaucer((random.randint(0, screensize[0]), random.randint(0, screensize[1]))) +                else: +                    BigSaucer((random.randint(0, screensize[0]), random.randint(0, screensize[1]))) +        if mode == "gameoverstart": +            if ShipGroup.sprite <> None: +                ShipGroup.sprite.kill() +            gameover_text = ( +                Text("GAME OVER", large_font, (screensize[0] / 2, screensize[1] / 2 - 40), align = "center"), +                Text("Press any key to continue", font, (screensize[0] / 2, screensize[1] / 2 + 10), align = "center") +                ) +            mode = "gameover" +        if pygame.time.get_ticks() >= lastbeat + 10000 / (len(Asteroids.sprites()) + 10): +            lastbeat = pygame.time.get_ticks() +            if beattype == 1: +                beat1_sound.play() +                beattype = 2 +            else: +                beat2_sound.play() +                beattype = 1 +        viewpoint[0] += viewpointspeed[0] / fps +        viewpoint[1] += viewpointspeed[1] / fps +        Objects.update() +        ProtoObjs.update() +        screen.fill((backcolor)) +        #Objects.draw(screen) +        dirtyrects = [] +        for sprite in ProtoObjs.sprites(): +            dirtyrects += sprite.draw(screen) +        for sprite in Objects.sprites(): +            dirtyrects += sprite.draw(screen) +        #screen.blit(level_text, (screensize[0] / 2 - level_text.get_width() / 2, 5)) +        #score_text = font.render(str(score), 1, (255, 255, 255)) +        score_text.change(str(score)) +        #screen.blit(score_text, (screensize[0] - score_text.get_width() - 5, 5)) +        #screen.blit(lives_text, (5, 5)) +        dirtyrects += TextGroup.draw(screen) +        pygame.display.update(dirtyrects + olddirtyrects) +        olddirtyrects = dirtyrects +main() +pygame.quit() diff --git a/AsteroidsInfinity/README.txt b/AsteroidsInfinity/README.txt new file mode 100644 index 0000000..d0f4d12 --- /dev/null +++ b/AsteroidsInfinity/README.txt @@ -0,0 +1,24 @@ +Asteroids Infinity +Inspired by the classic Atari arcade game "Asteriods" +Copyright (C) 2009  Ben Whittaker + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program.  If not, see <http://www.gnu.org/licenses/>. + + +Run AsteriodsInfinity.py to play. +By default the controls are arrow keys to move, space to shoot, and ctrl for shield. +Controls can be changed in the options menu. + +Most of the sound effects were taken from http://wiki.tcl.tk/13601 +A few were taken from Pythentic Asteroids at http://www.pygame.org/project/977/
\ No newline at end of file diff --git a/AsteroidsInfinity/controls.txt b/AsteroidsInfinity/controls.txt new file mode 100644 index 0000000..9db5a21 --- /dev/null +++ b/AsteroidsInfinity/controls.txt @@ -0,0 +1,6 @@ +264 +274 +276 +275 +32 +306 diff --git a/AsteroidsInfinity/font/Readme.txt b/AsteroidsInfinity/font/Readme.txt new file mode 100644 index 0000000..2c84410 --- /dev/null +++ b/AsteroidsInfinity/font/Readme.txt @@ -0,0 +1,25 @@ +"Vector Battle" Truetype Font
 +(c) 1999 by ck! [Freaky Fonts]
 +
 +The personal, non-commercial use of my font is free.
 +But Donations are accepted and highly appreciated!
 +The use of my fonts for commercial and profit purposes is prohibited
 +unless a small donation is send to me.
 +Contact: ckrule@geocities.com
 +These font files may not be modified and this readme file must be 
 +included with each font.
 +
 +If you like the fonts, please e-mail the author at: 
 +ckrule@geocities.com
 +
 +Visit -+ Freaky Fonts +- for updates and new fonts (PC & MAC) :
 +http://come.to/freakyfonts
 +http://www.geocities.com/Area51/Shadowlands/7677/
 +
 +Thanks to {ths} for the MAC conversion.
 +ths_@hotmail.com 
 +or visit http://www.higoto.de/ths
 +
 +Note: 
 +This font includes some dingbats!
 +Greetings to the M.A.M.E team
\ No newline at end of file diff --git a/AsteroidsInfinity/font/Vectorb.ttf b/AsteroidsInfinity/font/Vectorb.ttf Binary files differnew file mode 100644 index 0000000..9a83bbd --- /dev/null +++ b/AsteroidsInfinity/font/Vectorb.ttf diff --git a/AsteroidsInfinity/gpl-3.0.txt b/AsteroidsInfinity/gpl-3.0.txt new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/AsteroidsInfinity/gpl-3.0.txt @@ -0,0 +1,674 @@ +                    GNU GENERAL PUBLIC LICENSE +                       Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/> + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + +                            Preamble + +  The GNU General Public License is a free, copyleft license for +software and other kinds of works. + +  The licenses for most software and other practical works are designed +to take away your freedom to share and change the works.  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If not, see <http://www.gnu.org/licenses/>. + +Also add information on how to contact you by electronic and paper mail. + +  If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + +    <program>  Copyright (C) <year>  <name of author> +    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. +    This is free software, and you are welcome to redistribute it +    under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License.  Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + +  You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +<http://www.gnu.org/licenses/>. + +  The GNU General Public License does not permit incorporating your program +into proprietary programs.  If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library.  If this is what you want to do, use the GNU Lesser General +Public License instead of this License.  But first, please read +<http://www.gnu.org/philosophy/why-not-lgpl.html>. diff --git a/AsteroidsInfinity/highscores.txt b/AsteroidsInfinity/highscores.txt new file mode 100644 index 0000000..dcca57f --- /dev/null +++ b/AsteroidsInfinity/highscores.txt @@ -0,0 +1,10 @@ +8128:PERFECT +6173:PRIME +4540:11BC +3798:RAND +3475:ROBERT +3141:PI +2718:E +2550: +1764:LIFE^2 +1525:ROBERT diff --git a/AsteroidsInfinity/icon.png b/AsteroidsInfinity/icon.png Binary files differnew file mode 100644 index 0000000..5b5ba39 --- /dev/null +++ b/AsteroidsInfinity/icon.png diff --git a/AsteroidsInfinity/sounds/beat1.wav b/AsteroidsInfinity/sounds/beat1.wav Binary files differnew file mode 100644 index 0000000..d7672c9 --- /dev/null +++ b/AsteroidsInfinity/sounds/beat1.wav diff --git a/AsteroidsInfinity/sounds/beat2.wav b/AsteroidsInfinity/sounds/beat2.wav Binary files differnew file mode 100644 index 0000000..7eb0a55 --- /dev/null +++ b/AsteroidsInfinity/sounds/beat2.wav diff --git a/AsteroidsInfinity/sounds/explosion.wav b/AsteroidsInfinity/sounds/explosion.wav Binary files differnew file mode 100644 index 0000000..30b0ffb --- /dev/null +++ b/AsteroidsInfinity/sounds/explosion.wav diff --git a/AsteroidsInfinity/sounds/life.wav b/AsteroidsInfinity/sounds/life.wav Binary files differnew file mode 100644 index 0000000..13768d3 --- /dev/null +++ b/AsteroidsInfinity/sounds/life.wav diff --git a/AsteroidsInfinity/sounds/saucer.wav b/AsteroidsInfinity/sounds/saucer.wav Binary files differnew file mode 100644 index 0000000..235ddb6 --- /dev/null +++ b/AsteroidsInfinity/sounds/saucer.wav diff --git a/AsteroidsInfinity/sounds/shot.wav b/AsteroidsInfinity/sounds/shot.wav Binary files differnew file mode 100644 index 0000000..9d89b7d --- /dev/null +++ b/AsteroidsInfinity/sounds/shot.wav diff --git a/AsteroidsInfinity/sounds/thrust.wav b/AsteroidsInfinity/sounds/thrust.wav Binary files differnew file mode 100644 index 0000000..9badf7b --- /dev/null +++ b/AsteroidsInfinity/sounds/thrust.wav  | 
