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Diffstat (limited to 'AsteroidsInfinity/AsteroidsInfinity.py')
-rw-r--r-- | AsteroidsInfinity/AsteroidsInfinity.py | 1069 |
1 files changed, 1069 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() |