game development

Game Development instructions:

  • Modify the Asteroids game so that there are three different asteroid sizes, a large, a medium and a small asteroid. Do so by using three distinct images. Find .gif images files online and register them with the turtle.
  • Modify the Asteroid game so that new asteroids appear at time intervals. (see missilecommand game in D2L) (see chapter 13 of the textbook) (see ontimer() in https://docs.python.org/3/library/turtle.html#turtle.ontimer)
  • Modify the Asteroids game by adding functionality to shoot bullets at asteroids and completely removing asteroids if shot at. Use the collision mechanism to determine if the bullet collides with the asteroid. (HINT: bullets are new turtles as circles that are created and shot in the same direction the player is moving towards.)
  • Modify the Asteroids game so that the game ends after the player loses 3 lives, but only if player collides with an asteroid.
  • Modify the Asteroids game so that the player bounces off the edges.

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Asteroids.py

import turtle, math, random, os

# Set up screen

wn = turtle.Screen()

wn.bgcolor(“black”)

wn.bgpic(“bgpic.gif”)

wn.tracer(5)

# Draw border

mypen = turtle.Turtle()

mypen.hideturtle()

mypen.color(“white”)

mypen.penup()

mypen.setposition(-300, -300)

mypen.pendown()

mypen.pensize(3)

for side in range(4):

mypen.forward(600)

mypen.left(90)

# Create player turtle

player = turtle.Turtle()

player.color(“blue”) # you may use an image to show the player as a ship

player.shape(“triangle”)

player.penup()

player.speed(0)

lives = 3

# Create a score variable

score = 0

# Create Asteroids

maxAsteroids = 10

asteroids = []

for count in range(maxAsteroids):

asteroids.append(turtle.Turtle())

asteroids[count].color(“red”) # can be changed to an image of an asteroid

asteroids[count].penup()

asteroids[count].shape(“circle”)

asteroids[count].setposition(random.randint(-290, 290), random.randint(-290, 290))

asteroids[count].right(random.randint(0, 360))

# Set speed variable

speed = 1

# Define callback functions

def turnLeft():

player.left(30)

def turnRight():

player.right(30)

def increaseSpeed():

global speed

speed += 1

def decreaseSpeed():

global speed

if speed > 0:

speed -= 1

# Collision mechanism

def isCollision(t1, t2):

d = math.sqrt(math.pow(t1.xcor() – t2.xcor(), 2) + math.pow(t1.ycor() – t2.ycor(), 2))

if d < 20:

return True

else:

return False

# Event Handlers

wn.listen()

wn.onkey(turnLeft, “Left”)

wn.onkey(turnRight, “Right”)

wn.onkey(increaseSpeed, “Up”)

wn.onkey(decreaseSpeed, “Down”)

# Game engine

def printStatus():

global lives

global score

mypen.undo()

mypen.penup()

mypen.hideturtle()

mypen.setposition(-290, 310)

scorestring = “Score: {0} Lives: {1}”.format(score, lives)

mypen.write(scorestring, False, align=”left”, font=(“Arial”, 14, “normal”))

printStatus()

while lives > 0:

player.forward(speed)

# Boundary check

if player.xcor() > 300 or player.xcor() < -300:

player.goto(0, 0)

os.system(“afplay bounce.mp3”)

lives -= 1

printStatus()

if player.ycor() > 300 or player.ycor() < -300:

player.goto(0, 0)

os.system(“afplay bounce.mp3”)

lives -= 1

printStatus()

# move asteroids

for i in range(len(asteroids)):

asteroids[i].forward(3)

# Boundary checking

if asteroids[i].xcor() > 290 or asteroids[i].xcor() < -290:

asteroids[i].right(180)

if asteroids[i].ycor() > 290 or asteroids[i].ycor() < -290:

asteroids[i].right(180)

# Collision checking

if isCollision(player, asteroids[i]):

asteroids[i].setposition(random.randint(-290, 290), random.randint(-290, 290))

asteroids[i].right(random.randint(0, 360))

score += 1

# To draw the score on the screen

printStatus()

wn.exitonclick()

 
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