Asteroid Smasher#
This is a sample asteroid smasher game made with the Arcade library.
asteroid_smasher.py#
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Asteroid Smasher
Shoot space rocks in this demo program created with
Python and the Arcade library.
Artwork from https://kenney.nl
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.asteroid_smasher
"""
import random
import math
import arcade
from typing import cast
STARTING_ASTEROID_COUNT = 3
SCALE = 0.5
OFFSCREEN_SPACE = 300
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Asteroid Smasher"
LEFT_LIMIT = -OFFSCREEN_SPACE
RIGHT_LIMIT = SCREEN_WIDTH + OFFSCREEN_SPACE
BOTTOM_LIMIT = -OFFSCREEN_SPACE
TOP_LIMIT = SCREEN_HEIGHT + OFFSCREEN_SPACE
class TurningSprite(arcade.Sprite):
""" Sprite that sets its angle to the direction it is traveling in. """
def update(self):
""" Move the sprite """
super().update()
self.angle = math.degrees(math.atan2(self.change_y, self.change_x))
class ShipSprite(arcade.Sprite):
"""
Sprite that represents our space ship.
Derives from arcade.Sprite.
"""
def __init__(self, filename, scale):
""" Set up the space ship. """
# Call the parent Sprite constructor
super().__init__(filename, scale)
# Info on where we are going.
# Angle comes in automatically from the parent class.
self.thrust = 0
self.speed = 0
self.max_speed = 4
self.drag = 0.05
self.respawning = 0
# Mark that we are respawning.
self.respawn()
def respawn(self):
"""
Called when we die and need to make a new ship.
'respawning' is an invulnerability timer.
"""
# If we are in the middle of respawning, this is non-zero.
self.respawning = 1
self.center_x = SCREEN_WIDTH / 2
self.center_y = SCREEN_HEIGHT / 2
self.angle = 0
def update(self):
"""
Update our position and other particulars.
"""
if self.respawning:
self.respawning += 1
self.alpha = self.respawning
if self.respawning > 250:
self.respawning = 0
self.alpha = 255
if self.speed > 0:
self.speed -= self.drag
if self.speed < 0:
self.speed = 0
if self.speed < 0:
self.speed += self.drag
if self.speed > 0:
self.speed = 0
self.speed += self.thrust
if self.speed > self.max_speed:
self.speed = self.max_speed
if self.speed < -self.max_speed:
self.speed = -self.max_speed
self.change_x = -math.sin(math.radians(self.angle)) * self.speed
self.change_y = math.cos(math.radians(self.angle)) * self.speed
self.center_x += self.change_x
self.center_y += self.change_y
# If the ship goes off-screen, move it to the other side of the window
if self.right < 0:
self.left = SCREEN_WIDTH
if self.left > SCREEN_WIDTH:
self.right = 0
if self.bottom < 0:
self.top = SCREEN_HEIGHT
if self.top > SCREEN_HEIGHT:
self.bottom = 0
""" Call the parent class. """
super().update()
class AsteroidSprite(arcade.Sprite):
""" Sprite that represents an asteroid. """
def __init__(self, image_file_name, scale):
super().__init__(image_file_name, scale=scale)
self.size = 0
def update(self):
""" Move the asteroid around. """
super().update()
if self.center_x < LEFT_LIMIT:
self.center_x = RIGHT_LIMIT
if self.center_x > RIGHT_LIMIT:
self.center_x = LEFT_LIMIT
if self.center_y > TOP_LIMIT:
self.center_y = BOTTOM_LIMIT
if self.center_y < BOTTOM_LIMIT:
self.center_y = TOP_LIMIT
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
self.game_over = False
# Sprite lists
self.player_sprite_list = arcade.SpriteList()
self.asteroid_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
self.ship_life_list = arcade.SpriteList()
# Set up the player
self.score = 0
self.player_sprite = None
self.lives = 3
# Sounds
self.laser_sound = arcade.load_sound(":resources:sounds/hurt5.wav")
self.hit_sound1 = arcade.load_sound(":resources:sounds/explosion1.wav")
self.hit_sound2 = arcade.load_sound(":resources:sounds/explosion2.wav")
self.hit_sound3 = arcade.load_sound(":resources:sounds/hit1.wav")
self.hit_sound4 = arcade.load_sound(":resources:sounds/hit2.wav")
# Text
self.text_score = None
self.text_asteroid_count = None
def start_new_game(self):
""" Set up the game and initialize the variables. """
self.game_over = False
# Sprite lists
self.player_sprite_list = arcade.SpriteList()
self.asteroid_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
self.ship_life_list = arcade.SpriteList()
# Set up the player
self.score = 0
self.player_sprite = ShipSprite(":resources:images/space_shooter/"
"playerShip1_orange.png",
SCALE)
self.player_sprite_list.append(self.player_sprite)
self.lives = 3
# Set up the little icons that represent the player lives.
cur_pos = 10
for i in range(self.lives):
life = arcade.Sprite(":resources:images/space_shooter/"
"playerLife1_orange.png",
SCALE)
life.center_x = cur_pos + life.width
life.center_y = life.height
cur_pos += life.width
self.ship_life_list.append(life)
# Make the asteroids
image_list = (":resources:images/space_shooter/meteorGrey_big1.png",
":resources:images/space_shooter/meteorGrey_big2.png",
":resources:images/space_shooter/meteorGrey_big3.png",
":resources:images/space_shooter/meteorGrey_big4.png")
for i in range(STARTING_ASTEROID_COUNT):
image_no = random.randrange(4)
enemy_sprite = AsteroidSprite(image_list[image_no], SCALE)
enemy_sprite.guid = "Asteroid"
enemy_sprite.center_y = random.randrange(BOTTOM_LIMIT, TOP_LIMIT)
enemy_sprite.center_x = random.randrange(LEFT_LIMIT, RIGHT_LIMIT)
enemy_sprite.change_x = random.random() * 2 - 1
enemy_sprite.change_y = random.random() * 2 - 1
enemy_sprite.change_angle = (random.random() - 0.5) * 2
enemy_sprite.size = 4
self.asteroid_list.append(enemy_sprite)
# Create new text objects with initial values
self.text_score = arcade.Text(
f"Score: {self.score}",
start_x=10,
start_y=70,
font_size=13,
)
self.text_asteroid_count = arcade.Text(
f"Asteroid Count: {len(self.asteroid_list)}",
start_x=10,
start_y=50,
font_size=13,
)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
self.clear()
# Draw all the sprites.
self.asteroid_list.draw()
self.ship_life_list.draw()
self.bullet_list.draw()
self.player_sprite_list.draw()
# Draw the text
self.text_score.draw()
self.text_asteroid_count.draw()
def on_key_press(self, symbol, modifiers):
""" Called whenever a key is pressed. """
# Shoot if the player hit the space bar and we aren't respawning.
if not self.player_sprite.respawning and symbol == arcade.key.SPACE:
bullet_sprite = TurningSprite(":resources:images/space_shooter/"
"laserBlue01.png",
SCALE)
bullet_sprite.guid = "Bullet"
bullet_speed = 13
bullet_sprite.change_y = \
math.cos(math.radians(self.player_sprite.angle)) * bullet_speed
bullet_sprite.change_x = \
-math.sin(math.radians(self.player_sprite.angle)) \
* bullet_speed
bullet_sprite.center_x = self.player_sprite.center_x
bullet_sprite.center_y = self.player_sprite.center_y
bullet_sprite.update()
self.bullet_list.append(bullet_sprite)
arcade.play_sound(self.laser_sound, speed=random.random() * 3 + 0.5)
if symbol == arcade.key.LEFT:
self.player_sprite.change_angle = 3
elif symbol == arcade.key.RIGHT:
self.player_sprite.change_angle = -3
elif symbol == arcade.key.UP:
self.player_sprite.thrust = 0.15
elif symbol == arcade.key.DOWN:
self.player_sprite.thrust = -.2
def on_key_release(self, symbol, modifiers):
""" Called whenever a key is released. """
if symbol == arcade.key.LEFT:
self.player_sprite.change_angle = 0
elif symbol == arcade.key.RIGHT:
self.player_sprite.change_angle = 0
elif symbol == arcade.key.UP:
self.player_sprite.thrust = 0
elif symbol == arcade.key.DOWN:
self.player_sprite.thrust = 0
def split_asteroid(self, asteroid: AsteroidSprite):
""" Split an asteroid into chunks. """
x = asteroid.center_x
y = asteroid.center_y
self.score += 1
if asteroid.size == 4:
for i in range(3):
image_no = random.randrange(2)
image_list = [":resources:images/space_shooter/meteorGrey_med1.png",
":resources:images/space_shooter/meteorGrey_med2.png"]
enemy_sprite = AsteroidSprite(image_list[image_no],
SCALE * 1.5)
enemy_sprite.center_y = y
enemy_sprite.center_x = x
enemy_sprite.change_x = random.random() * 2.5 - 1.25
enemy_sprite.change_y = random.random() * 2.5 - 1.25
enemy_sprite.change_angle = (random.random() - 0.5) * 2
enemy_sprite.size = 3
self.asteroid_list.append(enemy_sprite)
self.hit_sound1.play()
elif asteroid.size == 3:
for i in range(3):
image_no = random.randrange(2)
image_list = [":resources:images/space_shooter/meteorGrey_small1.png",
":resources:images/space_shooter/meteorGrey_small2.png"]
enemy_sprite = AsteroidSprite(image_list[image_no],
SCALE * 1.5)
enemy_sprite.center_y = y
enemy_sprite.center_x = x
enemy_sprite.change_x = random.random() * 3 - 1.5
enemy_sprite.change_y = random.random() * 3 - 1.5
enemy_sprite.change_angle = (random.random() - 0.5) * 2
enemy_sprite.size = 2
self.asteroid_list.append(enemy_sprite)
self.hit_sound2.play()
elif asteroid.size == 2:
for i in range(3):
image_no = random.randrange(2)
image_list = [":resources:images/space_shooter/meteorGrey_tiny1.png",
":resources:images/space_shooter/meteorGrey_tiny2.png"]
enemy_sprite = AsteroidSprite(image_list[image_no],
SCALE * 1.5)
enemy_sprite.center_y = y
enemy_sprite.center_x = x
enemy_sprite.change_x = random.random() * 3.5 - 1.75
enemy_sprite.change_y = random.random() * 3.5 - 1.75
enemy_sprite.change_angle = (random.random() - 0.5) * 2
enemy_sprite.size = 1
self.asteroid_list.append(enemy_sprite)
self.hit_sound3.play()
elif asteroid.size == 1:
self.hit_sound4.play()
def on_update(self, x):
""" Move everything """
if not self.game_over:
self.asteroid_list.update()
self.bullet_list.update()
self.player_sprite_list.update()
for bullet in self.bullet_list:
asteroids = arcade.check_for_collision_with_list(bullet,
self.asteroid_list)
for asteroid in asteroids:
# expected AsteroidSprite, got Sprite instead
self.split_asteroid(cast(AsteroidSprite, asteroid))
asteroid.remove_from_sprite_lists()
bullet.remove_from_sprite_lists()
# Remove bullet if it goes off-screen
size = max(bullet.width, bullet.height)
if bullet.center_x < 0 - size:
bullet.remove_from_sprite_lists()
if bullet.center_x > SCREEN_WIDTH + size:
bullet.remove_from_sprite_lists()
if bullet.center_y < 0 - size:
bullet.remove_from_sprite_lists()
if bullet.center_y > SCREEN_HEIGHT + size:
bullet.remove_from_sprite_lists()
if not self.player_sprite.respawning:
asteroids = arcade.check_for_collision_with_list(self.player_sprite,
self.asteroid_list)
if len(asteroids) > 0:
if self.lives > 0:
self.lives -= 1
self.player_sprite.respawn()
self.split_asteroid(cast(AsteroidSprite, asteroids[0]))
asteroids[0].remove_from_sprite_lists()
self.ship_life_list.pop().remove_from_sprite_lists()
print("Crash")
else:
self.game_over = True
print("Game over")
# Update the text objects
self.text_score.text = f"Score: {self.score}"
self.text_asteroid_count.text = f"Asteroid Count: {len(self.asteroid_list)}"
def main():
""" Start the game """
window = MyGame()
window.start_new_game()
arcade.run()
if __name__ == "__main__":
main()
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