import math arena_width = 800 arena_height = 600 ship_x = arena_width / 2 ship_y = arena_height / 2 ship_speed_x = 0 ship_speed_y = 0 ship_angle = 0 ship_radius = 30 bullets = [] def update(dt): global ship_x global ship_y global ship_speed_x global ship_speed_y global ship_angle turn_speed = 10 if keyboard.right: ship_angle += turn_speed * dt if keyboard.left: ship_angle -= turn_speed * dt ship_angle %= 2 * math.pi if keyboard.up: ship_speed = 100 ship_speed_x += math.cos(ship_angle) * ship_speed * dt ship_speed_y += math.sin(ship_angle) * ship_speed * dt ship_x += ship_speed_x * dt ship_y += ship_speed_y * dt ship_x %= arena_width ship_y %= arena_height for bullet in bullets: bullet_speed = 500 bullet['x'] += math.cos(bullet['angle']) * bullet_speed * dt bullet['y'] += math.sin(bullet['angle']) * bullet_speed * dt bullet['x'] %= arena_width bullet['y'] %= arena_height def on_key_down(key): if key == keys.S: bullets.append({ 'x': ship_x + math.cos(ship_angle) * ship_radius, 'y': ship_y + math.sin(ship_angle) * ship_radius, 'angle': ship_angle, }) def draw(): screen.fill((0, 0, 0)) for y in range(-1, 2): for x in range(-1, 2): offset_x = x * arena_width offset_y = y * arena_height screen.draw.filled_circle( (ship_x + offset_x, ship_y + offset_y), ship_radius, color=(0, 0, 255) ) ship_circle_distance = 20 screen.draw.filled_circle(( ship_x + offset_x + math.cos(ship_angle) * ship_circle_distance, ship_y + offset_y + math.sin(ship_angle) * ship_circle_distance), 5, color=(0, 255, 255) ) for bullet in bullets: screen.draw.filled_circle( (bullet['x'] + offset_x, bullet['y'] + offset_y), 5, color=(0, 255, 0) )