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@tuck1s
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#!/usr/bin/env python3
# Bubble blaster game from Carol Vorderman book pp.164 onwards
from tkinter import *
HEIGHT = 500
WIDTH = 800
window = Tk()
window.title("Bubble Blaster")
window.attributes("-topmost", 1)
c = Canvas(window, width=WIDTH, height=HEIGHT, bg="darkblue")
c.pack()
ship_id = c.create_polygon(5, 5, 5, 25, 30, 15, fill="red")
ship_id2 = c.create_oval(0, 0, 30, 30, outline="red")
SHIP_R = 15
MID_X = WIDTH/2
MID_Y = HEIGHT/2
c.move(ship_id, MID_X, MID_Y)
c.move(ship_id2, MID_X, MID_Y)
SHIP_SPD = 10
def move_ship(event):
if event.keysym == "Up":
c.move(ship_id, 0, -SHIP_SPD)
c.move(ship_id2, 0, -SHIP_SPD)
elif event.keysym == "Down":
c.move(ship_id, 0, SHIP_SPD)
c.move(ship_id2, 0, SHIP_SPD)
elif event.keysym == "Left":
c.move(ship_id, -SHIP_SPD, 0)
c.move(ship_id2, -SHIP_SPD, 0)
elif event.keysym == "Right":
c.move(ship_id, SHIP_SPD, 0)
c.move(ship_id2, SHIP_SPD, 0)
c.bind_all("<Key>", move_ship)
from random import randint
bub_id = list()
bub_r = list()
bub_speed = list()
MIN_BUB_R = 10
MAX_BUB_R = 30
MAX_BUB_SPD = 10
GAP = 100
def create_bubble():
x = WIDTH + GAP
y = randint(0, HEIGHT)
r = randint(MIN_BUB_R, MAX_BUB_R)
id1 = c.create_oval(x - r, y - r, x + r, y + r, outline = "white")
bub_id.append(id1)
bub_r.append(r)
bub_speed.append(randint(1, MAX_BUB_SPD))
def move_bubbles():
for i in range(len(bub_id)):
c.move(bub_id[i], -bub_speed[i], 0)
def get_coords(id_num):
pos = c.coords(id_num)
x = (pos[0] + pos[2])/2
y = (pos[1] + pos[3])/2
return x, y
def del_bubble(i):
del bub_r[i]
del bub_speed[i]
c.delete(bub_id[i])
del bub_id[i]
def clean_up_bubs():
for i in range(len(bub_id)-1, -1, -1):
x, y = get_coords(bub_id[i])
if x < -GAP:
del_bubble(i)
from math import sqrt
def distance(id1, id2):
x1, y1 = get_coords(id1)
x2, y2 = get_coords(id2)
return sqrt((x2 - x1)**2 + (y2 - y1)**2)
def collision():
points = 0
for bub in range(len(bub_id)-1, -1, -1):
if distance(ship_id2, bub_id[bub]) < (SHIP_R + bub_r[bub]):
points += (bub_r[bub] + bub_speed[bub])
del_bubble(bub)
return points
c.create_text(50, 30, text="TIME", fill="white")
c.create_text(150, 30, text="SCORE", fill="white")
time_text = c.create_text(50, 50, fill="white")
score_text = c.create_text(150, 50, fill="white")
def show_score(score):
c.itemconfig(score_text, text=str(score))
def show_time(time_left):
c.itemconfig(time_text, text=str(time_left))
from time import sleep, time
BUB_CHANCE = 10
TIME_LIMIT = 30
BONUS_SCORE = 1000
score = 0
bonus = 0
end = time() + TIME_LIMIT
# MAIN GAME LOOP
while time() < end:
if randint(1, BUB_CHANCE) == 1:
create_bubble()
move_bubbles()
clean_up_bubs()
score += collision()
if (int(score/BONUS_SCORE)) > bonus:
bonus += 1
end += TIME_LIMIT
show_score(score)
show_time(int(end - time()))
# print(score)
window.update()
sleep(0.01)
c.create_text(MID_X, MID_Y, text="GAME OVER", fill="white", font=("Helvetica", 30))
c.create_text(MID_X, MID_Y+30, text="Score: "+str(score), fill="white")
c.create_text(MID_X, MID_Y+45, text="Bonus time: "+str(bonus+TIME_LIMIT), fill="white")
# Need to add the following to paint the "game over" screen then leave it there for a bit
window.update()
sleep(2)
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