""" turretFire.py Use vector projection to add a shell to the turret""" import pygame, math from Tkinter import * pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((800,480)) pygame.display.set_caption ("Orbit Rider") background = pygame.Surface(screen.get_size()) class Label(pygame.sprite.Sprite): """ Label Class (simplest version) Properties: font: any pygame font object text: text to display center: desired position of label center (x, y) """ def __init__(self): pygame.sprite.Sprite.__init__(self) self.font = pygame.font.SysFont("None", 30) self.text = "" self.center = (320, 240) def update(self): self.image = self.font.render(self.text, 1, (255, 255, 0)) self.rect = self.image.get_rect() self.rect.center = self.center class Turret(pygame.sprite.Sprite): def __init__(self, shell): self.shell = shell pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("turret.gif") self.image = self.image.convert() self.rect = self.image.get_rect() self.rect.center = (10, 480) self.TURNRATE = 10 self.dir = 45 self.charge = 5 def update(self): self.checkKeys() self.rotate() def checkKeys(self): keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: self.dir += self.TURNRATE if self.dir > 360: self.dir = self.TURNRATE if keys[pygame.K_RIGHT]: self.dir -= self.TURNRATE if self.dir < 0: self.dir = 360 - self.TURNRATE if keys[pygame.K_UP]: self.charge += 1 if self.charge > 20: self.charge = 20 if keys[pygame.K_DOWN]: self.charge -= 1 if self.charge < 0: self.charge = 0 if keys[pygame.K_SPACE]: self.shell.x = self.rect.centerx self.shell.y = self.rect.centery self.shell.speed = self.charge self.shell.dir = self.dir self.shell.calcVector() def rotate(self): oldCenter = self.rect.center self.image = pygame.transform.rotate(self.image, self.dir) self.rect = self.image.get_rect() self.rect.center = oldCenter class Shell(pygame.sprite.Sprite): def __init__(self, screen, background): pygame.sprite.Sprite.__init__(self) self.screen = screen self.background = background self.boom = pygame.mixer.Sound("thunder.ogg") self.image = pygame.Surface((10, 10)) self.image.fill((255, 255, 255)) self.image.set_colorkey((255, 255, 255)) pygame.draw.circle(self.image, (255, 255, 255), (5, 5), 5) self.image = pygame.transform.scale(self.image, (5, 5)) self.rect = self.image.get_rect() self.rect.center = (-100, -100) self.x = -100 self.y = -100 self.dx = 0 self.dy = 0 self.speed = 0 self.dir = 0 self.gravity = 0 self.mass = 1 def update(self): self.calcPos() self.checkBounds() self.rect.center = (self.x, self.y) def calcVector(self): radians = self.dir * math.pi / 180 self.dx = self.speed * math.cos(radians) self.dy = self.speed * math.sin(radians) self.dy *= -1 #clear the background self.background.fill((0,0,0)) def calcPos(self): #compensate for gravity self.dy += self.gravity #get old position for drawing oldx = self.x oldy = self.y self.x += self.dx self.y += self.dy pygame.draw.line(self.background, (255,255,255), (oldx, oldy), (self.x, self.y)) def checkBounds(self): screen = self.screen if self.x > screen.get_width(): self.reset() if self.x < 0: self.reset() if self.y > screen.get_height(): self.reset() if self.y < 0: self.reset() def reset(self): """ move off stage and stop""" self.x = -100 self.y = -100 self.speed = 0 class Planet(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("pluto.gif") self.image = self.image.convert() self.image = pygame.transform.scale(self.image, (30, 30)) self.rect = self.image.get_rect() self.mass = 500 self.x = 320 self.y = 240 self.rect.center = (self.x, self.y) def gravitate(self, body): """ calculates gravitational pull on object """ (self.x, self.y) = self.rect.center #get dx, dy, distance dx = self.x - body.x dy = self.y - body.y distance = math.sqrt((dx * dx) + (dy * dy)) #normalize dx and dy dx /= distance dy /= distance force = (body.mass * self.mass)/(math.pow(distance, 2)) dx *= force dy *= force body.dx += dx body.dy += dy def reset(self): """ move off stage and stop""" self.x = -100 self.y = -100 self.speed = 0 class Asteroid(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("asteroid01.png") self.image = self.image.convert() self.image = pygame.transform.scale(self.image, (30, 30)) self.rect = self.image.get_rect() self.mass = 500 self.x = 320 self.y = 240 self.rect.center = (self.x, self.y) def reset(self): """ move off stage and stop""" self.x = -100 self.y = -100 self.speed = 0 class Statboard(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.lives = 4 self.score = 0 self.font = pygame.font.SysFont("None", 50) def update(self): self.text = "Shells: %d, score: %d" % (self.lives, self.score) self.image = self.font.render(self.text, 1, (255, 255, 0)) self.rect = self.image.get_rect() def showInstructions(score): shell = Shell(screen, background) turret = Turret(shell) allSprites = pygame.sprite.Group(shell,turret) insFont = pygame.font.SysFont(None, 50) insLabels = [] instructions = ( "Orbit Rider.", "Instructions: You are a foreman for a ", "space age demolition crew called Orbit Riders.", "", "shoot a shell with space bar at an asteroid ", "in the orbit of planets.", "but be careful not to miss,", " we have limited ammo!", "Control the turret with the left and right ", " arrow keys and adjust speed with the", " and adjust speed with the up and down arrow keys", "Use the gravity of the planets to", " bend the trajectory of the shell ", "into the asteroids!", "good luck!", "click to start, escape to quit..." ) for line in instructions: tempLabel = insFont.render(line, 1, (255, 255, 0)) insLabels.append(tempLabel) keepGoing = True clock = pygame.time.Clock() pygame.mouse.set_visible(False) while keepGoing: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False donePlaying = True if event.type == pygame.MOUSEBUTTONDOWN: keepGoing = False donePlaying = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: keepGoing = False donePlaying = True allSprites.update() allSprites.draw(screen) for i in range(len(insLabels)): screen.blit(insLabels[i], (50, 30*i)) pygame.display.flip() pygame.mouse.set_visible(True) return donePlaying def game(): background.fill((0,0,0)) screen.blit(background, (0, 0)) shell = Shell(screen, background) turret = Turret(shell) planet = Planet() planet.rect.center = (450,200) asteroid = Asteroid() asteroid.rect.center = (300,100) statboard = Statboard() friendSprites = pygame.sprite.Group(turret,shell) targetSprites = pygame.sprite.Group(asteroid) allySprites = pygame.sprite.Group(planet) statSprites = pygame.sprite.Group(statboard) clock = pygame.time.Clock() keepGoing = True while keepGoing: clock.tick(30) pygame.mouse.set_visible(True) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False #check collisions Goodcollision = pygame.sprite.spritecollide(shell, targetSprites,False) Badcollision = pygame.sprite.spritecollide(shell, allySprites,False) planet.gravitate(shell) if Goodcollision: shell.boom.play() shell.reset() statboard.score += 1 elif Badcollision: shell.reset() statboard.lives -=1 if statboard.lives <= 0: keepGoing = False for theAsteroid in Goodcollision: theAsteroid.reset() statSprites.update() friendSprites.update() friendSprites.draw(screen) targetSprites.draw(screen) allySprites.draw(screen) statSprites.draw(screen) pygame.display.flip() pygame.mouse.set_visible(True) return statboard.score def main(): donePlaying = False score = 0 while not donePlaying: donePlaying = showInstructions(score) if not donePlaying: score = game() if __name__ == "__main__": main()