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__main__.py
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__main__.py
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import os
import sys
import pygame
import random
from game_object import GameObject
from player import Player
from bullet import Bullet
from asteroid import Asteroid
class Application:
def __init__(self):
pygame.mixer.pre_init(44100, -16, 1, 512)
pygame.init()
pygame.display.set_caption("Asteroid Alpha 0.1")
self.surface = pygame.display.set_mode((600, 600))
self.rect = self.surface.get_rect()
self.font = pygame.font.Font(os.path.join("Fonts", "OpenSansRegular.ttf"), 20)
self.game_objects = []
self.player = Player(self)
self.game_objects.append(self.player)
self.is_game_over = False
self.score = 0
# TODO: Your program should test that pygame.mixerpygame module for loading and playing sounds is available and intialized before using it.
pygame.mixer.music.load(os.path.join("Sounds", "zYnthetic - Abandon v3.ogg"))
pygame.mixer.music.set_volume(0.01)
pygame.mixer.music.play(-1, 31)
self.impact_sounds = [
pygame.mixer.Sound(os.path.join("Sounds", "hit1.ogg")),
pygame.mixer.Sound(os.path.join("Sounds", "hit2.ogg")),
pygame.mixer.Sound(os.path.join("Sounds", "hit3.ogg"))
]
self.death_sound = pygame.mixer.Sound(os.path.join("Sounds", "death.ogg"))
def run(self):
self.quit = False
self.clock = pygame.time.Clock()
pygame.time.set_timer(pygame.USEREVENT, 1000)
while(not self.quit):
self.clock.tick(60)
for event in pygame.event.get():
self.handle_event(event)
self.update(self.clock.get_time())
self.render(self.surface, self.rect)
def handle_event(self, event):
if event.type == pygame.QUIT:
self.quit = True
elif event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE:
self.quit = True
elif event.type == pygame.USEREVENT:
self.game_objects.append(Asteroid(3))
else:
for go in self.game_objects:
go.events(event)
def update(self, delta_time):
for go in self.game_objects:
go.update(self.clock.get_time())
self.remove_if_out_of_frame(go)
for go in self.game_objects:
for ogo in self.game_objects:
if ogo == go: continue
# Circle collider
distance2 = (ogo.rect.center[0] - go.rect.center[0]) ** 2 \
+ (ogo.rect.center[1] - go.rect.center[1]) ** 2
if distance2 <= (go.rect.width/2 + ogo.rect.width/2) ** 2:
self.collision(go, ogo)
self.game_objects = [go for go in self.game_objects if not go.is_dead]
if self.player.is_dead:
self.game_over()
def render(self, surface, rect):
surface.fill((0, 0, 0))
score_surface = self.font.render(
"Score: " + str(self.score),
True,
(255, 255, 255)
)
score_rect = score_surface.get_rect()
score_rect.topright = rect.topright
surface.blit(score_surface, score_rect)
for go in self.game_objects:
go.render(surface, rect)
if self.is_game_over:
text_surface = self.font.render(
"You are dead!",
True,
(255, 255, 255)
)
text_rect = text_surface.get_rect()
text_rect.center = rect.center
surface.blit(text_surface, text_rect)
pygame.display.flip()
def on_quit(self):
self.quit = True
def remove_if_out_of_frame(self, game_object):
minx = 0 - game_object.rect.width
maxx = self.rect.width + game_object.rect.width
miny = 0 - game_object.rect.height
maxy = self.rect.height + game_object.rect.height
if game_object.rect.center[0] < minx \
or game_object.rect.center[0] > maxx \
or game_object.rect.center[1] < miny \
or game_object.rect.center[1] > maxy:
game_object.is_dead = True
def collision(self, go, ogo):
if not isinstance(go, Asteroid):
return
if isinstance(ogo, Asteroid):
return
if isinstance(ogo, Player):
ogo.is_dead = True
self.game_over()
return
go.is_dead = True
ogo.is_dead = True
self.score += 4 - go.size
sound_index = random.randrange(len(self.impact_sounds))
self.impact_sounds[sound_index].play()
if go.size > 1:
a = Asteroid(go.size - 1)
a.x = go.rect.center[0]
a.y = go.rect.center[1]
self.game_objects.append(a)
a = Asteroid(go.size - 1)
a.x = go.rect.center[0]
a.y = go.rect.center[1]
self.game_objects.append(a)
def game_over(self):
if self.is_game_over == False:
self.death_sound.play()
self.is_game_over = True
if getattr(sys, 'frozen', False):
os.chdir(os.path.dirname(sys.executable))
print("Asteroid 1.0")
app = Application()
app.run()