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authorRobert Scheibe <rob.scheibe@gmail.com>2020-07-03 14:06:36 +0200
committerRobert Scheibe <rob.scheibe@gmail.com>2020-07-03 14:06:36 +0200
commit150ef16e8d5eee4e121f10e70c0980e04646b965 (patch)
tree82c913b12c2d119729e4871a6f0c61d319f9c95c /AsteroidsInfinity/AsteroidsInfinity.py
parent4bb1a99639b635a3fcc8d98b3d2b0605a7c84e54 (diff)
added asteroids clone
Diffstat (limited to 'AsteroidsInfinity/AsteroidsInfinity.py')
-rw-r--r--AsteroidsInfinity/AsteroidsInfinity.py1069
1 files changed, 1069 insertions, 0 deletions
diff --git a/AsteroidsInfinity/AsteroidsInfinity.py b/AsteroidsInfinity/AsteroidsInfinity.py
new file mode 100644
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--- /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()