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main.py
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73 lines (54 loc) · 1.93 KB
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# this allows us to use code from
# the open-source pygame library
# throughout this file
import pygame
import sys
from constants import *
from player import Player
from asteroid import Asteroid
from asteroidfield import AsteroidField
from shot import Shot
def main():
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# Create groups for object to eliminate clutter in loop
updatable = pygame.sprite.Group()
drawable = pygame.sprite.Group()
asteroids = pygame.sprite.Group()
shots = pygame.sprite.Group()
Shot.containers = (updatable, drawable, shots)
Asteroid.containers = (updatable, drawable, asteroids)
AsteroidField.containers = updatable
asteroid_field = AsteroidField()
Player.containers = (updatable, drawable)
player = Player(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
dt = 0
print("Starting Asteroids!")
print("Screen width:", SCREEN_WIDTH)
print("Screen height:", SCREEN_HEIGHT)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
# Update all objects in the updatable group
updatable.update(dt)
# Check for collisions with asteroids
for asteroid in asteroids:
if asteroid.collides_with(player):
print("Game Over!")
sys.exit()
# Handle collision (e.g., end game, reduce health, etc.)
for shot in shots:
if asteroid.collides_with(shot):
shot.kill()
asteroid.split()
screen.fill((0,0,0))
# Draw all objects in the drawable group
for obj in drawable:
obj.draw(screen)
pygame.display.flip()
# liimit the frame rate to 60 fps
dt = clock.tick(60) / 1000
if __name__=="__main__":
main()