Full example: Asteroid SmasherΒΆ
This is a sample asteroid smasher game made with the Arcade library.
"""
Asteroid Smasher
Shoot space rocks in this demo program created with
Python and the Arcade library.
Artwork from http://kenney.nl
"""
import random
import math
import arcade
SCALE = 1
OFFSCREEN_SPACE = 300
SCREEN_WIDTH = 1024
SCREEN_HEIGHT = 600
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):
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 / 500.0
if self.respawning > 250:
self.respawning = 0
self.alpha = 1
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
""" 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
print("Left")
if self.center_x > RIGHT_LIMIT:
self.center_x = LEFT_LIMIT
print("Right")
if self.center_y > TOP_LIMIT:
self.center_y = BOTTOM_LIMIT
print("Bottom")
if self.center_y < BOTTOM_LIMIT:
self.center_y = TOP_LIMIT
print("Top")
class BulletSprite(TurningSprite):
"""
Class that represents a bullet.
Derives from arcade.TurningSprite which is just a Sprite
that aligns to its direction.
"""
def update(self):
super().update()
if self.center_x < -100 or self.center_x > 1500 or \
self.center_y > 1100 or self.center_y < -100:
self.kill()
class MyWindow(arcade.Window):
""" Main application class. """
def __init__(self):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT)
self.frame_count = 0
self.game_over = False
# Sprite lists
self.all_sprites_list = None
self.asteroid_list = None
self.bullet_list = None
self.ship_life_list = None
# Set up the player
self.score = 0
self.player_sprite = None
self.lives = 3
# Sounds
self.laser_sound = arcade.load_sound("sounds/laser1.ogg")
def start_new_game(self):
""" Set up the game and initialize the variables. """
self.frame_count = 0
self.game_over = False
# Sprite lists
self.all_sprites_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("images/playerShip1_orange.png", SCALE)
self.all_sprites_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("images/playerLife1_orange.png", SCALE)
life.center_x = cur_pos + life.width
life.center_y = life.height
cur_pos += life.width
self.all_sprites_list.append(life)
self.ship_life_list.append(life)
# Make the asteroids
image_list = ("images/meteorGrey_big1.png",
"images/meteorGrey_big2.png",
"images/meteorGrey_big3.png",
"images/meteorGrey_big4.png")
for i in range(3):
image_no = random.randrange(4)
enemy_sprite = AsteroidSprite(image_list[image_no], SCALE)
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.all_sprites_list.append(enemy_sprite)
self.asteroid_list.append(enemy_sprite)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
# Draw all the sprites.
self.all_sprites_list.draw()
# Put the text on the screen.
output = "Score: {}".format(self.score)
arcade.draw_text(output, 10, 70, arcade.color.WHITE, 14)
output = "Asteroid Count: {}".format(len(self.asteroid_list))
arcade.draw_text(output, 10, 50, arcade.color.WHITE, 14)
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 = BulletSprite("images/laserBlue01.png", SCALE)
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.all_sprites_list.append(bullet_sprite)
self.bullet_list.append(bullet_sprite)
arcade.play_sound(self.laser_sound)
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 = ["images/meteorGrey_med1.png",
"images/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.all_sprites_list.append(enemy_sprite)
self.asteroid_list.append(enemy_sprite)
elif asteroid.size == 3:
for i in range(3):
image_no = random.randrange(2)
image_list = ["images/meteorGrey_small1.png",
"images/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.all_sprites_list.append(enemy_sprite)
self.asteroid_list.append(enemy_sprite)
elif asteroid.size == 2:
for i in range(3):
image_no = random.randrange(2)
image_list = ["images/meteorGrey_tiny1.png",
"images/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.all_sprites_list.append(enemy_sprite)
self.asteroid_list.append(enemy_sprite)
def animate(self, x):
""" Move everything """
self.frame_count += 1
if self.frame_count % 60 == 0:
print(self.frame_count)
if not self.game_over:
self.all_sprites_list.update()
for bullet in self.bullet_list:
asteroids = \
arcade.check_for_collision_with_list(bullet, self.asteroid_list)
for asteroid in asteroids:
self.split_asteroid(asteroid)
asteroid.kill()
bullet.kill()
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(asteroids[0])
asteroids[0].kill()
self.ship_life_list.pop().kill()
print("Crash")
else:
self.game_over = True
print("Game over")
def main():
window = MyWindow()
window.start_new_game()
arcade.run()
if __name__ == "__main__":
main()