Table of contents
1.
Introduction
2.
Asteroids game using Pyglet
2.1.
Starting with Visual Studio Code
2.2.
Here are the top functions that are required for the game
2.3.
Different code snippets that help in creating the game
3.
Characters of Game
3.1.
Spaceship
3.2.
Asteroids
3.3.
Collisions
3.4.
Attack
4.
FAQs
5.
Key Takeaways
Last Updated: Aug 13, 2025
Easy

Asteroids Game using Pyglet

Author Adya Tiwari
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Introduction


Pyglet is a library for the Python programming language that gives an item situated application programming connection point for making games and other media applications. Therefore if we wish to create any such application, Pyglet is the best alternative. We will learn how to make the famous Asteroids game with the help of Pyglet.

Asteroids game using Pyglet

To begin with the game, first, we need to make sure that we have pip and pyglet installed in our device in working condition with the latest updates. 

We would also require an editor to code the program here; we will take Visual Studio Code with Python extension as an example. First, we need to create folders for the game project that will contain the effects in the game like images, sounds, SRC.

These folders have their purpose, like the image folder is for the image files used in the game, the sound folder is for the game's sound files, and the SRC folder is for python programming files. We can add image files of game characters and objects in the image folder and the same for the sound file. 

Starting with Visual Studio Code

Start by creating a new folder in the SRC file in Visual Studio Code itself. The code will include importing pyglet libraries and making a game window. The code for all this is given below. Now add global variants for the game score and other help box information like FPS. Label creations for Current score, Best score, Information, FPS, Help, and Pause. These are shown in the game window. Label Class of Pyglet provides a simple interface for the typical case where an application simply needs to display some text in a window. Add a global variant for whether the game is paused or not, then add extra processing to the Pyglet function that already exists using Decorator of Python and other commands for the program game screen and labels. Now add Programming showing and Moving the player's character, shooting three guns on asteroids, and then programming showing the Barrier for the player's battle plane. At last, add Programming for Implementation of asteroids, Collision Detection Processing, Crash processing for enemies and the player, and so on.

Here are the top functions that are required for the game

  1. Update the game score.
  2. Returns a set of objects collided with other_object.
  3. Finds the collisions between two groups.
  4. Create an asteroid object.
  5. Destroy the movement.
  6. Process a sprite group.
  7. Squared distance between two points.
  8. Generate random positions.
  9. Handle mouse press events.

Different code snippets that help in creating the game

To convert LiveData Entity to LiveData Domain model

override suspend fun getAsteroids(): LiveData<List<Asteroid>> {
            return Transformations.map(appLocalDb.asteroidDao.getAsteroidsFromDb()) { it.map{ item -> Asteroid(item.name,....)} }
}
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For returning a list of data to ViewModel using Repository patterns from different data sources

override suspend fun getAsteroid(): List<Asteroid> {
var result : List<Asteroid>
try {
    var isDataAvailable = getAnyAsteroidFromDb()
     if (isDataAvailable == null) {
         result = getAsteroidApi().asDomainModel()
     } else {
         result = getAsteroidFromDb().value  //<==List<Asteroid>
     }
} catch (e : Exception) {
	print(e)
}
return result
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Type mismatch in dao insert - how to convert a list of objects to an entity

var result = repository.getAsteroid()
 _asteroidList.value = result.toMutableList()
 appLocalDb.asteroidDao.insertFeed(*result.map{ repoAsteroid ->
    com.asteroidradar.Asteroid(
      //Set full properties here
    )
 }.toTypedArray())
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Raylib DrawTriangle() usage

// draw triangle
DrawTriangle(
    {100, 10},  // point a
    {10, 100},  // point b
    {100, 100}, // point c
    BLACK       // triangle color
);
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When the Camera is not following the spaceship

window.scene = this;


//this.cameras.main.setBounds(0, 0, 3200, 3200);


scene.cameras.main.setBounds(0, 0, 3200, 3200);


scene.cameras.main.startFollow(self.ship);


implement gravity to a free floating space object and some sort of friction when thrusting in opposite direction
self.acc += vec(PLAYER_ACC, 0).rotate(-self.rot)


self.vel += self.acc


max_vel = 2
self.vel[0] = max(-max_vel, min(max_vel, self.vel[0]))
self.vel[1] = max(-max_vel, min(max_vel, self.vel[1]))


class Player(pg.sprite.Sprite):
    # [...]


    def get_keys(self):
        self.rot_speed = 0
        self.acc = vec(0, PLAYER_GRAV)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.rot_speed = PLAYER_ROT_SPEED
        if keys[pg.K_RIGHT]:
            self.rot_speed = -PLAYER_ROT_SPEED
        if keys[pg.K_UP]:
            self.acc += vec(PLAYER_ACC, 0).rotate(-self.rot)
        if keys[pg.K_SPACE]:
            self.shoot()
        self.vel += self.acc + self.vel * PLAYER_FRICTION
        max_vel = 2
        self.vel[0] = max(-max_vel, min(max_vel, self.vel[0]))
        self.vel[1] = max(-max_vel, min(max_vel, self.vel[1]))
        self.pos += self.vel
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Characters of Game

Spaceship

  • The initial step is to program a spaceship that you can handle by console.
  • Each spaceship has two ascribes, x and y (position), x_speed and y_speed, turn, and sprite. 
  • The spaceship has a tick technique that handles the spaceship mechanics - development, turn, and control.
  • All protests in the game are put away in a worldwide rundown, objects. It ought to contain just the spaceship for the time being.
  • Store all squeezed keys in a set. It is a datatype like rundown, however, without request. The spaceship involves the group as a handling component in its tick technique.

Asteroids

  • Space rocks and spaceships share numerous things for all intents and purposes: each space item will have its situation, speed, revolution, and rules on how it moves. 
  • The piece of the code for movement will be typical to all space objects; another part will be explicit to the rocket just. Exploit the super() work 
  • Compose the Asteroid class, which is likewise acquired from SpaceObject, yet has its conduct: it begins either at the left or lower part of the screen with a varying speed, and every space rock has a haphazardly doled out picture. 
  • And afterward, add a few space rocks of various sizes to the game.

Collisions

  • In this segment, your undertaking will be to figure out when a space rock hits the boat. We supplant each item with a circle for effortlessness and work out assuming the circles' impact.
  • Draw a circle around each item to see what the game "thinks" where, and how huge our articles are. After you get this part working, you won't have to feature the sweep anymore, and you can eliminate the draw_circle work once more.
  • Whenever a space rock collides with the boat, the boat will detonate and vanish. We'll leave the blast for some other time, yet it's critical to eliminate the article from the game. 
  • Inside the Spaceship. Tick, go through each item to check whether the distance between the boat and the other article is not exactly the number of their ranges, and assuming this is the case, call the item's hit_by_spaceship technique.

Attack

  • The rocket can fire a laser in 0.3 seconds. For each missile, save a number set, after each shot, to 0.3 and let this number drop by one every second in the tick technique. Assuming the number is adverse client can fire once more.
  • Every Laser object requirements to "recollect" how lengthy it is in the game. Before all else, set its lifetime to a number so the laser can fly farther than one screen. 
  • In its tick strategy, the laser goes through all articles, and when its position covers a portion of these items, it calls their hit_by_laser technique.
  • Whenever the laser contacts a space rock, the space rock separates into two more modest ones.
  • You can set the velocities of new space rocks how you need - each more modest space rock must fly somewhere else. Typically, new space rocks are quicker than the first ones.

FAQs

1. How do I know if pyglet is installed?
Show activity on this post. If you have pip installed, it should be easy. Just use "pip install pyglet."

2. What is the use of pyglet in Python?
Pyglet is a library for the Python programming language that provides an object-oriented application programming interface to create games and other multimedia applications.

3. How to start with Visual Studio Code to create the asteroid game?
Start by creating a new folder in the SRC file in Visual Studio Code itself. The code will include importing pyglet libraries and making a game window. 

4. What all characters and features can we add to the asteroid game?
The player controls a solitary spaceship in a space rock field intermittently crossed by flying saucers. The game's object is to shoot and eradicate the space rocks and saucers while not crashing into either.

Key Takeaways


Pyglet is a library for the Python programming language that gives an item situated application programming connection point for making games and other media applications. The game includes characters such as Spaceships, Asteroids, Collisions, Attacks, etc., for which we need to add functions. 

Check out this problem - Optimal Strategy For A Game

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