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64 lines (50 loc) · 1.68 KB
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import pygame
import sys
import constants as const
from asteroid import Asteroid
from asteroidfield import AsteroidField
from logger import log_state
from player import Player
from shot import Shot
def main():
pygame.init()
clock = pygame.time.Clock()
dt = 0
# create sprite groups to hold updatable and drawable objects
asteroids = pygame.sprite.Group()
shots = pygame.sprite.Group()
updatable = pygame.sprite.Group()
drawable = pygame.sprite.Group()
# and add Player to both
Asteroid.containers = (asteroids, updatable, drawable)
AsteroidField.containers = (updatable)
Player.containers = (updatable, drawable)
Shot.containers = (shots, updatable, drawable)
# now it is safe to start creating more objects
screen = pygame.display.set_mode((const.SCREEN_WIDTH,const.SCREEN_HEIGHT))
asteroid_field = AsteroidField()
player = Player(const.SCREEN_WIDTH/2, const.SCREEN_HEIGHT/2)
while True:
log_state()
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
screen.fill("black")
updatable.update(dt)
for asteroid in asteroids:
if player.is_colliding_with(asteroid):
print("Game Over!")
sys.exit(0)
for shot in shots:
for asteroid in asteroids:
if shot.is_colliding_with(asteroid):
shot.kill()
asteroid.split()
break
for thing in drawable:
thing.draw(screen)
pygame.display.flip()
# time since tick in seconds
dt = clock.tick(60) / 1000
if __name__ == "__main__":
main()