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Description
The main.py file contains several bugs and structural issues that hinder the game's functionality. Below is a list of the identified bugs and a proposed refactored code snippet to illustrate the required changes:
Identified Bugs:
-
Undefined Variable:
- The reference to
players.containers
is invalid sinceplayers
is not defined anywhere in the code.
- The reference to
-
Incorrect Collision Checks:
- The code uses
player.collides_with(player)
to check collisions with asteroids. It should instead compare the player with each asteroid (i.e.,player.collides_with(asteroid)
). - Similarly,
shot.collides_with(shot)
is used within the shot loop, which is incorrect. It should be checking the shot against asteroids (i.e.,shot.collides_with(asteroid)
).
- The code uses
-
Powerup Handling Errors:
- The incorrect reference of
power_up.power_type
is used instead ofpowerup.power_type
. - There are typos with "sheild" instead of "shield" and the incorrect method name
activate_sheild()
instead ofactivate_shield()
.
- The incorrect reference of
-
Random Module Usage:
- The
random.choice
function is misused with two separate arguments:random.choice(["shield"], ["speed"])
instead ofrandom.choice(["shield", "speed"])
. - Ensuring proper use of
random.random()
for determining a 20% chance of spawning a powerup.
- The
-
Pre-Game Loop Code Execution:
- The powerup update/draw block is executed before the game loop starts, using
dt
before it has been assigned.
- The powerup update/draw block is executed before the game loop starts, using
-
Structural Issues in the Game Loop:
- The event loop, updates, collision checks, and drawing logic are not well-organized, leading to potential runtime errors and poor maintainability.
Proposed Refactored Code Snippet:
import pygame
import sys
import random
from player import Player
from constants import *
from asteroid import Asteroid
from asteroidfield import AsteroidField
from shoot import Shot
from powerups import PowerUp
def main():
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
# Initialize sprite groups
updatable = pygame.sprite.Group()
drawable = pygame.sprite.Group()
asteroids = pygame.sprite.Group()
shots = pygame.sprite.Group()
powerups = pygame.sprite.Group()
# Set container references
Asteroid.containers = (asteroids, updatable, drawable)
Shot.containers = (shots, updatable, drawable)
AsteroidField.containers = updatable
PowerUp.containers = (powerups, updatable, drawable)
asteroid_field = AsteroidField()
player = Player(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
dt = 0
running = True
while running:
# Event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Update all objects
updatable.update(dt)
# Check for player-asteroid collisions
for asteroid in asteroids:
if player.collides_with(asteroid):
print("Game Over!")
pygame.quit()
sys.exit()
# Check for player-powerup collisions
for powerup in powerups:
if player.collides_with(powerup):
if powerup.power_type == "shield":
player.activate_shield()
elif powerup.power_type == "speed":
player.activate_speed_boost()
powerups.remove(powerup)
# Check for shot-asteroid collisions
for shot in shots:
for asteroid in asteroids:
if shot.collides_with(asteroid):
shot.kill()
asteroid.split()
if random.random() <= 0.2:
power_type = random.choice(["shield", "speed"])
spawn_powerup = PowerUp(asteroid.position.x, asteroid.position.y, power_type)
powerups.add(spawn_powerup)
# Drawing
screen.fill("black")
for obj in drawable:
obj.draw(screen)
player.draw(screen)
pygame.display.flip()
dt = clock.tick(60) / 1000
pygame.quit()
if __name__ == "__main__":
main()
// Please review this draft issue.
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