feat: add code for asteroids game
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10 changed files with 310 additions and 1 deletions
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.gitignore
vendored
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.gitignore
vendored
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venv/
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__pycache__/
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41
README.md
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README.md
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# asteroids
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# Asteroids
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`Asteroids` is a very simple asteroids game developed with Python and [Pygame](https://www.pygame.org/docs/).
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## Repository mirrors
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- **Code Flow:** https://codeflow.dananglin.me.uk/apollo/asteroids
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- **GitHub:** https://github.com/dananglin/asteroids
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## Requirements
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To run the application you'll need a recent version of Python 3.
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This application was built and tested with Python 3.12.3.
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You'll also need to install pygame.
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The installation instructions are below.
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## How to run the game
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- Clone this repository to your local machine.
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```
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git clone https://github.com/dananglin/asteroids.git
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cd asteroids
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```
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- (Optional) create a virtual environment and activate it.
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```
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python3 -m venv venv
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source venv/bin/activate
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```
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- Install the dependencies listed in `requirements.txt`.
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```
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pip3 install -r requirements.txt
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```
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- Launch the game.
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```
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python3 main.py
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```
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33
asteroid.py
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asteroid.py
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import random
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import pygame
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from circleshape import CircleShape
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from constants import ASTEROID_MIN_RADIUS
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class Asteroid(CircleShape):
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def __init__(self, x, y, radius) -> None:
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super().__init__(x, y, radius)
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def draw(self, screen) -> None:
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pygame.draw.circle(screen, "white", self.position, self.radius, 2)
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def update(self, dt: int):
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self.position += self.velocity * dt
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def split(self):
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self.kill()
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if self.radius <= ASTEROID_MIN_RADIUS:
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return
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new_radius = self.radius - ASTEROID_MIN_RADIUS
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random_angle = random.uniform(20, 50)
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vec_0 = self.velocity.rotate(random_angle)
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vec_1 = self.velocity.rotate(-random_angle)
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new_asteroid_0 = Asteroid(self.position.x, self.position.y, new_radius)
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new_asteroid_0.velocity = vec_0 * 1.2
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new_asteroid_1 = Asteroid(self.position.x, self.position.y, new_radius)
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new_asteroid_1.velocity = vec_1 * 1.2
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51
asteroidfield.py
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asteroidfield.py
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import pygame
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import random
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from asteroid import Asteroid
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from constants import *
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class AsteroidField(pygame.sprite.Sprite):
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edges = [
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[
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pygame.Vector2(1, 0),
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lambda y: pygame.Vector2(-ASTEROID_MAX_RADIUS, y * SCREEN_HEIGHT),
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],
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[
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pygame.Vector2(-1, 0),
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lambda y: pygame.Vector2(
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SCREEN_WIDTH + ASTEROID_MAX_RADIUS, y * SCREEN_HEIGHT
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),
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],
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[
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pygame.Vector2(0, 1),
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lambda x: pygame.Vector2(x * SCREEN_WIDTH, -ASTEROID_MAX_RADIUS),
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],
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[
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pygame.Vector2(0, -1),
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lambda x: pygame.Vector2(
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x * SCREEN_WIDTH, SCREEN_HEIGHT + ASTEROID_MAX_RADIUS
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),
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],
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]
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def __init__(self):
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pygame.sprite.Sprite.__init__(self, self.containers)
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self.spawn_timer = 0.0
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def spawn(self, radius, position, velocity):
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asteroid = Asteroid(position.x, position.y, radius)
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asteroid.velocity = velocity
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def update(self, dt):
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self.spawn_timer += dt
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if self.spawn_timer > ASTEROID_SPAWN_RATE:
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self.spawn_timer = 0
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# spawn a new asteroid at a random edge
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edge = random.choice(self.edges)
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speed = random.randint(40, 100)
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velocity = edge[0] * speed
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velocity = velocity.rotate(random.randint(-30, 30))
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position = edge[1](random.uniform(0, 1))
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kind = random.randint(1, ASTEROID_KINDS)
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self.spawn(ASTEROID_MIN_RADIUS * kind, position, velocity)
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circleshape.py
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circleshape.py
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import pygame
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# Base class for game objects
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class CircleShape(pygame.sprite.Sprite):
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def __init__(self, x: int, y: int, radius: int) -> None:
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# we will be using this later
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if hasattr(self, "containers"):
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super().__init__(self.containers)
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else:
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super().__init__()
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self.position = pygame.Vector2(x, y)
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self.velocity = pygame.Vector2(0, 0)
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self.radius = radius
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def draw(self, screen):
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# sub-classes must override
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pass
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def update(self, dt):
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# sub-classes must override
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pass
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def is_colliding_with(self, obj: "CircleShape") -> bool:
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distance = self.position.distance_to(obj.position)
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radius_total = self.radius + obj.radius
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if distance <= radius_total:
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return True
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return False
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constants.py
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constants.py
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SCREEN_WIDTH = 1280
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SCREEN_HEIGHT = 720
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ASTEROID_MIN_RADIUS = 20
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ASTEROID_KINDS = 3
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ASTEROID_SPAWN_RATE = 0.8 # seconds
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ASTEROID_MAX_RADIUS = ASTEROID_MIN_RADIUS * ASTEROID_KINDS
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PLAYER_RADIUS = 20
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PLAYER_TURN_SPEED = 300
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PLAYER_SPEED = 200
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PLAYER_SHOOT_SPEED = 500
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PLAYER_SHOOT_COOLDOWN = 0.3
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SHOT_RADUIS = 3
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main.py
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main.py
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import sys
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import pygame
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from constants import SCREEN_WIDTH, SCREEN_HEIGHT
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from player import Player
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from asteroid import Asteroid
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from asteroidfield import AsteroidField
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from shot import Shot
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def main():
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print("Starting asteroids!")
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print(f"Screen width: {SCREEN_WIDTH}")
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print(f"Screen height: {SCREEN_HEIGHT}")
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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clock = pygame.time.Clock()
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dt = 0
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updatable = pygame.sprite.Group()
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drawable = pygame.sprite.Group()
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asteroids = pygame.sprite.Group()
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shots = pygame.sprite.Group()
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Player.containers = (updatable, drawable)
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Asteroid.containers = (asteroids, updatable, drawable)
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AsteroidField.containers = updatable
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Shot.containers = (shots, updatable, drawable)
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playerObj = Player(SCREEN_WIDTH/2, SCREEN_HEIGHT/2)
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asteroidFieldObj = AsteroidField()
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# this is the game loop
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return
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for obj in updatable:
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obj.update(dt)
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for asteroid in asteroids:
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if playerObj.is_colliding_with(asteroid):
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print("Game over!")
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sys.exit(0)
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for shot in shots:
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if shot.is_colliding_with(asteroid):
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asteroid.split()
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shot.kill()
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screen.fill("black")
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for obj in drawable:
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obj.draw(screen)
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pygame.display.flip()
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dt = clock.tick(60) / 1000
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if __name__ == "__main__":
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main()
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player.py
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player.py
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import pygame
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from circleshape import CircleShape
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from constants import *
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from shot import Shot
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class Player(CircleShape):
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def __init__(self, x: int, y: int) -> None:
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super().__init__(x, y, PLAYER_RADIUS)
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self.rotation = 0
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self.timer = 0
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def triangle(self):
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forward = pygame.Vector2(0, 1).rotate(self.rotation)
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right = pygame.Vector2(0, 1).rotate(
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self.rotation + 90) * self.radius / 1.5
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a = self.position + forward * self.radius
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b = self.position - forward * self.radius - right
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c = self.position - forward * self.radius + right
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return [a, b, c]
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def draw(self, screen) -> None:
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pygame.draw.polygon(screen, "white", self.triangle(), 2)
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def rotate(self, dt: int):
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self.rotation += PLAYER_TURN_SPEED * dt
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def update(self, dt: int):
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keys = pygame.key.get_pressed()
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if keys[pygame.K_a]:
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self.rotate(-dt)
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if keys[pygame.K_d]:
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self.rotate(dt)
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if keys[pygame.K_w]:
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self.move(dt)
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if keys[pygame.K_s]:
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self.move(-dt)
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if keys[pygame.K_SPACE]:
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if self.timer <= 0:
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self.shoot()
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self.timer -= dt
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def move(self, dt: int):
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forward = pygame.Vector2(0, 1).rotate(self.rotation)
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self.position += forward * PLAYER_SPEED * dt
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def shoot(self):
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player_shot = Shot(self.position.x, self.position.y)
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player_shot.velocity = pygame.Vector2(0, 1).rotate(
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self.rotation) * PLAYER_SHOOT_SPEED
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self.timer = PLAYER_SHOOT_COOLDOWN
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requirements.txt
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requirements.txt
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pygame==2.6.1
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shot.py
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shot.py
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import pygame
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from constants import SHOT_RADUIS
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from circleshape import CircleShape
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class Shot(CircleShape):
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def __init__(self, x: int, y :int) -> None:
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super().__init__(x, y, SHOT_RADUIS)
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def draw(self, screen) -> None:
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pygame.draw.circle(screen, "white", self.position, self.radius, 2)
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def update(self, dt: int):
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self.position += self.velocity * dt
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