Create app.py
Browse files
app.py
ADDED
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| 1 |
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import pygame
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| 2 |
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import random
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| 3 |
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import math
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| 4 |
+
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| 5 |
+
# --- Game Constants ---
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| 6 |
+
WIDTH, HEIGHT = 800, 600
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| 7 |
+
FPS = 60
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| 8 |
+
WHITE = (255, 255, 255)
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| 9 |
+
BLACK = (0, 0, 0)
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| 10 |
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SHIP_THRUST = 0.2
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| 11 |
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SHIP_MAX_SPEED = 5
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| 12 |
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BULLET_SPEED = 7
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| 13 |
+
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| 14 |
+
# --- Pygame Initialization ---
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| 15 |
+
pygame.init()
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| 16 |
+
screen = pygame.display.set_mode((WIDTH, HEIGHT))
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| 17 |
+
pygame.display.set_caption("Pygame Asteroids Clone")
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| 18 |
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clock = pygame.time.Clock()
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| 19 |
+
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| 20 |
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# --- Utility Functions ---
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| 21 |
+
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| 22 |
+
def wrap_around(sprite):
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| 23 |
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"""Wraps sprite position when it leaves the screen edges."""
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| 24 |
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if sprite.rect.left > WIDTH:
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| 25 |
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sprite.rect.right = 0
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| 26 |
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if sprite.rect.right < 0:
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| 27 |
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sprite.rect.left = WIDTH
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| 28 |
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if sprite.rect.top > HEIGHT:
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| 29 |
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sprite.rect.bottom = 0
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| 30 |
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if sprite.rect.bottom < 0:
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| 31 |
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sprite.rect.top = HEIGHT
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| 32 |
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| 33 |
+
def distance(p1, p2):
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| 34 |
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"""Calculates the distance between two (x, y) points."""
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| 35 |
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return math.sqrt((p1[0] - p2[0])**2 + (p1[1] - p2[1])**2)
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| 36 |
+
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| 37 |
+
# --- Game Classes ---
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| 38 |
+
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| 39 |
+
class Ship(pygame.sprite.Sprite):
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| 40 |
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def __init__(self):
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| 41 |
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super().__init__()
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| 42 |
+
# The ship is a simple white triangle pointing up
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| 43 |
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self.image_orig = pygame.Surface((30, 30), pygame.SRCALPHA)
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| 44 |
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# Draw the triangle: (15, 0) is the nose
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| 45 |
+
pygame.draw.polygon(self.image_orig, WHITE, [(15, 0), (0, 30), (30, 30)])
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| 46 |
+
self.image = self.image_orig.copy()
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| 47 |
+
self.rect = self.image.get_rect(center=(WIDTH / 2, HEIGHT / 2))
|
| 48 |
+
|
| 49 |
+
self.pos = pygame.math.Vector2(self.rect.center)
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| 50 |
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self.vel = pygame.math.Vector2(0, 0)
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| 51 |
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self.angle = 0 # 0 degrees is facing up
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| 52 |
+
self.rotation_speed = 4
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| 53 |
+
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| 54 |
+
def update(self):
|
| 55 |
+
# 1. Handle Rotation
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| 56 |
+
keys = pygame.key.get_pressed()
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| 57 |
+
if keys[pygame.K_LEFT]:
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| 58 |
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self.angle += self.rotation_speed
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| 59 |
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if keys[pygame.K_RIGHT]:
|
| 60 |
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self.angle -= self.rotation_speed
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| 61 |
+
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| 62 |
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# Keep angle within [0, 360)
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| 63 |
+
self.angle %= 360
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| 64 |
+
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| 65 |
+
# Rotate the ship image
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| 66 |
+
self.image = pygame.transform.rotate(self.image_orig, self.angle)
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| 67 |
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self.rect = self.image.get_rect(center=self.rect.center)
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| 68 |
+
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| 69 |
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# 2. Handle Thrust
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| 70 |
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if keys[pygame.K_UP]:
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| 71 |
+
# Convert angle (degrees) to radians for trig functions
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| 72 |
+
angle_rad = math.radians(self.angle - 90) # Adjust angle for standard math orientation (0=right, 90=up)
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| 73 |
+
|
| 74 |
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# Calculate thrust vector
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| 75 |
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thrust_x = SHIP_THRUST * math.cos(angle_rad)
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| 76 |
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thrust_y = SHIP_THRUST * math.sin(angle_rad)
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| 77 |
+
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| 78 |
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self.vel += pygame.math.Vector2(thrust_x, thrust_y)
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| 79 |
+
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| 80 |
+
# 3. Apply Friction/Limit Speed (optional: implement max speed)
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| 81 |
+
if self.vel.length() > SHIP_MAX_SPEED:
|
| 82 |
+
self.vel.scale_to_length(SHIP_MAX_SPEED)
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| 83 |
+
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| 84 |
+
# 4. Apply Movement
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| 85 |
+
self.pos += self.vel
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| 86 |
+
self.rect.center = (int(self.pos.x), int(self.pos.y))
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| 87 |
+
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| 88 |
+
# 5. Wrap Around Screen
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| 89 |
+
wrap_around(self)
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| 90 |
+
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| 91 |
+
def shoot(self, all_sprites, bullets):
|
| 92 |
+
# Calculate bullet starting position and velocity
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| 93 |
+
angle_rad = math.radians(self.angle - 90)
|
| 94 |
+
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| 95 |
+
# The nose of the ship is the spawn point. This is an approximation.
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| 96 |
+
spawn_x = self.pos.x + 15 * math.cos(angle_rad)
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| 97 |
+
spawn_y = self.pos.y + 15 * math.sin(angle_rad)
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| 98 |
+
|
| 99 |
+
bullet_vel_x = BULLET_SPEED * math.cos(angle_rad)
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| 100 |
+
bullet_vel_y = BULLET_SPEED * math.sin(angle_rad)
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| 101 |
+
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| 102 |
+
bullet = Bullet(spawn_x, spawn_y, bullet_vel_x, bullet_vel_y)
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| 103 |
+
all_sprites.add(bullet)
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| 104 |
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bullets.add(bullet)
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| 105 |
+
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| 106 |
+
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| 107 |
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class Asteroid(pygame.sprite.Sprite):
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| 108 |
+
def __init__(self, size, center):
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| 109 |
+
super().__init__()
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| 110 |
+
self.size = size # 3 (large), 2 (medium), 1 (small)
|
| 111 |
+
self.radius = self.size * 15
|
| 112 |
+
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| 113 |
+
self.image = pygame.Surface((self.radius * 2, self.radius * 2), pygame.SRCALPHA)
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| 114 |
+
# Draw a white circle for simplicity; complex asteroids use polygon shapes
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| 115 |
+
pygame.draw.circle(self.image, WHITE, (self.radius, self.radius), self.radius, 1)
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| 116 |
+
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| 117 |
+
self.rect = self.image.get_rect(center=center)
|
| 118 |
+
|
| 119 |
+
# Random initial velocity
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| 120 |
+
angle = random.uniform(0, 2 * math.pi)
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| 121 |
+
speed = random.uniform(0.5, 2)
|
| 122 |
+
self.vel = pygame.math.Vector2(speed * math.cos(angle), speed * math.sin(angle))
|
| 123 |
+
|
| 124 |
+
def update(self):
|
| 125 |
+
self.rect.centerx += self.vel.x
|
| 126 |
+
self.rect.centery += self.vel.y
|
| 127 |
+
wrap_around(self)
|
| 128 |
+
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| 129 |
+
def spawn_smaller(self):
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| 130 |
+
"""Splits the asteroid into two smaller ones."""
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| 131 |
+
if self.size > 1:
|
| 132 |
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new_size = self.size - 1
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| 133 |
+
# Spawn two smaller asteroids moving in opposite directions
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| 134 |
+
return [
|
| 135 |
+
Asteroid(new_size, self.rect.center),
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| 136 |
+
Asteroid(new_size, self.rect.center)
|
| 137 |
+
]
|
| 138 |
+
return []
|
| 139 |
+
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| 140 |
+
class Bullet(pygame.sprite.Sprite):
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| 141 |
+
def __init__(self, x, y, vel_x, vel_y):
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| 142 |
+
super().__init__()
|
| 143 |
+
self.image = pygame.Surface((4, 4))
|
| 144 |
+
self.image.fill(WHITE)
|
| 145 |
+
self.rect = self.image.get_rect(center=(x, y))
|
| 146 |
+
self.vel = pygame.math.Vector2(vel_x, vel_y)
|
| 147 |
+
# Bullets have a limited lifespan
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| 148 |
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self.lifespan = 90 # 90 frames (1.5 seconds at 60 FPS)
|
| 149 |
+
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| 150 |
+
def update(self):
|
| 151 |
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self.rect.centerx += self.vel.x
|
| 152 |
+
self.rect.centery += self.vel.y
|
| 153 |
+
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| 154 |
+
# Check if bullet goes off screen (optional: wrap, but standard is destroy)
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| 155 |
+
if not (0 < self.rect.x < WIDTH and 0 < self.rect.y < HEIGHT):
|
| 156 |
+
self.kill()
|
| 157 |
+
|
| 158 |
+
# Decrease lifespan
|
| 159 |
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self.lifespan -= 1
|
| 160 |
+
if self.lifespan <= 0:
|
| 161 |
+
self.kill()
|
| 162 |
+
|
| 163 |
+
# --- Setup Game State ---
|
| 164 |
+
all_sprites = pygame.sprite.Group()
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| 165 |
+
asteroids = pygame.sprite.Group()
|
| 166 |
+
bullets = pygame.sprite.Group()
|
| 167 |
+
|
| 168 |
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player = Ship()
|
| 169 |
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all_sprites.add(player)
|
| 170 |
+
|
| 171 |
+
# Spawn initial asteroids
|
| 172 |
+
for i in range(4):
|
| 173 |
+
# Spawn large asteroids away from the center
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| 174 |
+
spawn_pos = (random.choice([random.randrange(0, 100), random.randrange(WIDTH - 100, WIDTH)]),
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| 175 |
+
random.choice([random.randrange(0, 100), random.randrange(HEIGHT - 100, HEIGHT)]))
|
| 176 |
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asteroid = Asteroid(3, spawn_pos)
|
| 177 |
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all_sprites.add(asteroid)
|
| 178 |
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asteroids.add(asteroid)
|
| 179 |
+
|
| 180 |
+
# --- Game Loop ---
|
| 181 |
+
running = True
|
| 182 |
+
last_shot_time = 0
|
| 183 |
+
SHOT_DELAY = 250 # milliseconds
|
| 184 |
+
|
| 185 |
+
while running:
|
| 186 |
+
# --- 1. Process Input/Events ---
|
| 187 |
+
for event in pygame.event.get():
|
| 188 |
+
if event.type == pygame.QUIT:
|
| 189 |
+
running = False
|
| 190 |
+
if event.type == pygame.KEYDOWN:
|
| 191 |
+
if event.key == pygame.K_SPACE:
|
| 192 |
+
# Add shot delay to prevent rapid-fire on key-hold
|
| 193 |
+
now = pygame.time.get_ticks()
|
| 194 |
+
if now - last_shot_time > SHOT_DELAY:
|
| 195 |
+
player.shoot(all_sprites, bullets)
|
| 196 |
+
last_shot_time = now
|
| 197 |
+
|
| 198 |
+
# --- 2. Update Game State ---
|
| 199 |
+
all_sprites.update()
|
| 200 |
+
|
| 201 |
+
# --- 3. Check Collisions ---
|
| 202 |
+
|
| 203 |
+
# Bullet hits Asteroid
|
| 204 |
+
hits = pygame.sprite.groupcollide(bullets, asteroids, True, False)
|
| 205 |
+
for bullet, hit_asteroids in hits.items():
|
| 206 |
+
for asteroid in hit_asteroids:
|
| 207 |
+
# Create smaller asteroids
|
| 208 |
+
new_asteroids = asteroid.spawn_smaller()
|
| 209 |
+
for new_ast in new_asteroids:
|
| 210 |
+
all_sprites.add(new_ast)
|
| 211 |
+
asteroids.add(new_ast)
|
| 212 |
+
|
| 213 |
+
asteroid.kill() # Destroy the original asteroid
|
| 214 |
+
|
| 215 |
+
# Ship hits Asteroid
|
| 216 |
+
# 'pygame.sprite.collide_mask' is better for irregular shapes but 'pygame.sprite.collide_circle' is fine here
|
| 217 |
+
if pygame.sprite.spritecollide(player, asteroids, True, pygame.sprite.collide_mask):
|
| 218 |
+
# Game Over logic (reset or show message)
|
| 219 |
+
print("Ship Destroyed! Game Over.")
|
| 220 |
+
running = False # End the game for simplicity
|
| 221 |
+
|
| 222 |
+
# --- 4. Render/Draw ---
|
| 223 |
+
screen.fill(BLACK) # Clear the screen
|
| 224 |
+
all_sprites.draw(screen) # Draw all sprites
|
| 225 |
+
|
| 226 |
+
# Update the full display surface
|
| 227 |
+
pygame.display.flip()
|
| 228 |
+
|
| 229 |
+
# Wait for the next frame
|
| 230 |
+
clock.tick(FPS)
|
| 231 |
+
|
| 232 |
+
pygame.quit()
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