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main.py
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62 lines (52 loc) · 1.56 KB
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import pygame, sys, objects
from pygame.locals import *
pygame.init()
pygame.font.init()
pygame.key.set_repeat(100, 50)
screen = pygame.display.set_mode((640, 480))
pygame.display.set_caption('Asteroids')
screenx = screen.get_width()
screeny = screen.get_height()
background = pygame.Surface((screen.get_size()))
background.fill((255, 255, 255))
background.convert()
playerObjects = pygame.sprite.Group()
asteroids = pygame.sprite.Group()
player = objects.Player(screenx / 2, screeny / 2, screen)
playerObjects.add(player)
for x in range(0,2):
asteroids.add(objects.LargeAsteroid(screen))
clock = pygame.time.Clock()
while player.isAlive:
if (pygame.time.get_ticks() % 20000) == 0:
asteroids.add(objects.LargeAsteroid(screen))
for sprite in playerObjects:
collision = pygame.sprite.spritecollide(sprite, asteroids, False)
if sprite is player and collision and pygame.time.get_ticks() > 1000:
player.isAlive = False
for item in collision:
item.death(asteroids)
if not sprite.isAlive:
playerObjects.remove(sprite)
keys = pygame.key.get_pressed()
if keys[K_w]:
player.accelerate(.5)
if keys[K_s]:
player.accelerate(-.5)
if keys[K_a]:
player.angle += 4
if keys[K_d]:
player.angle -= 4
for event in pygame.event.get():
if event.type == pygame.QUIT:
player.isAlive = False
elif event.type == pygame.KEYDOWN and event.key == K_SPACE:
player.fire(playerObjects)
playerObjects.update()
asteroids.update()
screen.blit(background, (0,0))
playerObjects.draw(screen)
asteroids.draw(screen)
pygame.display.update()
clock.tick(40)
pygame.quit()