How could I improve my code for Bubble Blaster.

from Tkinter import *
HEIGHT = 626
WIDTH = 1238
window = Tk()   
window.title('Bubble Blaster 1.8 - By Lucas - AiroTM - Contact Us On Airo ;)')
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='white')
SHIP_R = 16
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 = 12
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 = 20
sup_id = list()
sup_r = list()
sup_speed = list()
MIN_SUP_R = 10
MAX_SUP_R = 30
MAX_SUP_SPD = 35
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, fill='lightblue')
    bub_id.append(id1)
    bub_r.append(r)
    bub_speed.append(randint(1, MAX_BUB_SPD))
def create_sup():
    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, fill='red')
    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 move_sups():
    for i in range(len(sup_id)):
        c.move(sup_id[i], -sup_speed[i], 0)
from time import sleep, time
BUB_CHANCE = 10
#MAIN GAME LOOP
while True:
    if randint(1, BUB_CHANCE) == 1:
        create_bubble()
        create_sup()
    move_bubbles()
    move_sups()
    window.update()
    sleep(0.01)
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 del_sup(i):
    del sup_r[i]
    del sup_speed[i]
    c.delete(sup_id[i])
    del sup_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)
def clean_up_sups():
    for i in range(len(sup_id)-1, -1, -1):
        x, y = get_coords(sup_id[i])
        if x < -GAP:
            del_sup(i)
#MAIN GAME LOOP
while True:
    if randint(1, BUB_CHANCE) == 1:
        create_bubble()
        create_sup()
    move_bubbles()
    move_sups
    clean_up_bubs()
    clean_up_sups
    window.update()
    sleep(0.01)
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
def collision_sup():
    points = 0
    for sup in range(len(sup_id)-1, -1, -1):
        if distance(ship_id2, sup_id[sup]) < (SHIP_R + sup_r[sup]):
            points += (bub_r[sup] + bub_speed[sup])
            del_bubble(sup)
            points = points + 1
    return points
score = 0
#MAIN GAME LOOP
while True:
    if randint(1, BUB_CHANCE) == 1:
        create_bubble()
        create_sup()
    move_bubbles()
    move_subs()
    clean_up_bubs()
    clean_up_sups()
    score += collision()
    print(score)
    window.update()
    sleep(0.01)
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()
        create_sup()
    move_bubbles()
    move_sups()
    clean_up_bubs()
    clean_up_sups()
    score += collision
    if (int(score / BONUS_SCORE)) > bonus:
        bonus += 1
        end += TIME_LIMIT
    show_score(score)
    show_time(int(end - time()))
    window.update()

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')

#Now!         

Recommended Answers

All 6 Replies

First try to make a version of it, that actually can be run by others.
If I copy-paste your code into notepad, then save it, it does not run.

I would recommend the following improvements after that:

  • Place imports at the top
  • Remove global variables, get rid of import *
  • Make it shorter. First preferably under 100 then under 50 LOC
  • Create a bubble class, ship class and move everything possible into them
  • Separate gui from game logic.

Why are there so many main game loops? There can be only one.... :)

I kind of got 'carried away' by the game code :)

Well I tried to make it clear, so others new that was part of the main game loop to seperate it from the definitions :-]

Well. I would gladly demonstrate, what I am talking about.
Please, show me a working code!
If you have difficulties posting here, use pastebin.com.

Seriously!

Well slate, that WAS a working code for 2.7!

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