Getting Started with 2D Games Using Pyxel (Part 8): Spawning Asteroids

Published: (January 11, 2026 at 10:00 AM EST)
5 min read
Source: Dev.to

Source: Dev.to

1. Create an Asteroid Sprite

First, let’s prepare a sprite class for asteroids. Add a new AsteroidSprite class to sprite.py. In its constructor we use a random value to select which asteroid image to display.

# sprite.py
# add this class

class AsteroidSprite(BaseSprite):

    def __init__(self, x, y):
        """Constructor"""
        super().__init__(x, y)
        self.index = random.randint(2, 7)  # Asteroid image index

    def draw(self):
        """Draw"""
        pyxel.blt(
            self.x, self.y, 0,
            self.w * self.index, 0,
            self.w, self.h, 0
        )  # Asteroid

With this setup, each asteroid will have a different appearance every time it is generated.


2. Prepare Constants and Variables

Next, add asteroid‑related constants to main.py. By grouping these values as constants, it becomes much easier to adjust the game difficulty later.

# main.py
# add constants

ASTEROID_INTERVAL = 20   # Spawn interval (frames)
ASTEROID_LIMIT    = 30   # Maximum number of asteroids

ASTEROID_SPD_MIN = 1.0   # Minimum speed
ASTEROID_SPD_MAX = 2.0   # Maximum speed
ASTEROID_DEG_MIN = 30    # Minimum angle
ASTEROID_DEG_MAX = 150   # Maximum angle

Add variables for managing asteroids to the constructor of the Game class.

# main.py
# add to Game.__init__()

# Asteroids
self.asteroid_time = 0   # Spawn interval counter
self.asteroids = []      # List of asteroids

3. Asteroid Spawning Logic

Add a check_interval() method to the Game class. This method spawns asteroids at fixed intervals (every ASTEROID_INTERVAL frames). The total number of asteroids is limited by ASTEROID_LIMIT. The spawn position is randomly chosen along the top edge of the screen, and speed/angle are also randomly selected within predefined ranges.

# main.py
# add to Game class

def check_interval(self):
    # Asteroid spawn interval
    self.asteroid_time += 1
    if self.asteroid_time = ASTEROID_LIMIT:
        return

    # Add a new asteroid
    x   = random.random() * W
    y   = 0
    spd = random.uniform(ASTEROID_SPD_MIN, ASTEROID_SPD_MAX)
    deg = random.uniform(ASTEROID_DEG_MIN, ASTEROID_DEG_MAX)

    asteroid = sprite.AsteroidSprite(x, y)
    asteroid.move(spd, deg)
    self.asteroids.append(asteroid)

4. Updating and Drawing Asteroids

Update

In the update() method of the Game class, handle asteroid spawning and updating.

# main.py
# add to Game.update()

self.check_interval()  # Spawn asteroids

# Update asteroids
for asteroid in self.asteroids:
    asteroid.update()
    self.overlap_spr(asteroid)

Draw

In the draw() method, draw all asteroids.

# main.py
# add to Game.draw()

# Draw asteroids
for asteroid in self.asteroids:
    asteroid.draw()

Now, multiple asteroids will flow across the screen.


Complete Code

Below is the complete code implementing all the features in this chapter.

sprite.py

import pyxel
import math
import random

class BaseSprite:

    def __init__(self, x, y, w=8, h=8):
        """Constructor"""
        self.x = x
        self.y = y
        self.w = w
        self.h = h
        self.vx = 0
        self.vy = 0

    def update(self):
        """Update"""
        self.x += self.vx
        self.y += self.vy

    def draw(self):
        """Draw (implemented in subclasses)"""
        pass

    def move(self, spd, deg):
        """Move"""
        rad = deg * math.pi / 180
        self.vx = spd * math.cos(rad)  # x‑axis velocity
        self.vy = spd * math.sin(rad)  # y‑axis velocity

    def flip_x(self):
        """Flip movement in the x direction"""
        self.vx *= -1

class ShipSprite(BaseSprite):

    def __init__(self, x, y):
        """Constructor"""
        super().__init__(x, y)

    def draw(self):
        """Draw"""
        pyxel.blt(
            self.x, self.y, 0,
            0, 0,
            self.w, self.h, 0
        )  # Ship

class AsteroidSprite(BaseSprite):

    def __init__(self, x, y):
        """Constructor"""
        super().__init__(x, y)
        self.index = random.randint(2, 7)  # Asteroid image index

    def draw(self):
        """Draw"""
        pyxel.blt(
            self.x, self.y, 0,
            self.w * self.index, 0,
            self.w, self.h, 0
        )  # Asteroid

main.py

import pyxel
import math
import random
import sprite

W, H = 160, 120
SHIP_SPD = 1.4

ASTEROID_INTERVAL = 20   # Spawn interval
ASTEROID_LIMIT    = 30   # Maximum number of asteroids

ASTEROID_SPD_MIN = 1.0   # Minimum speed
ASTEROID_SPD_MAX = 2.0   # Maximum speed
ASTEROID_DEG_MIN = 30    # Minimum angle
ASTEROID_DEG_MAX = 150   # Maximum angle

class Game:
    def __init__(self):
        pyxel.init(W, H, caption="Asteroid Shooter")
        self.ship = sprite.ShipSprite(W // 2, H - 20)

        # Asteroids
        self.asteroid_time = 0
        self.asteroids = []

    def check_interval(self):
        # Asteroid spawn interval
        self.asteroid_time += 1
        if self.asteroid_time = ASTEROID_LIMIT:
            return

        # Add a new asteroid
        x   = random.random() * W
        y   = 0
        spd = random.uniform(ASTEROID_SPD_MIN, ASTEROID_SPD_MAX)
        deg = random.uniform(ASTEROID_DEG_MIN, ASTEROID_DEG_MAX)

        asteroid = sprite.AsteroidSprite(x, y)
        asteroid.move(spd, deg)
        self.asteroids.append(asteroid)

    def overlap_spr(self, asteroid):
        # Placeholder for collision detection logic
        pass

    def update(self):
        # Ship movement (example)
        if pyxel.btn(pyxel.KEY_LEFT):
            self.ship.x -= SHIP_SPD
        if pyxel.btn(pyxel.KEY_RIGHT):
            self.ship.x += SHIP_SPD

        self.check_interval()  # Spawn asteroids

        # Update asteroids
        for asteroid in self.asteroids:
            asteroid.update()
            self.overlap_spr(asteroid)

    def draw(self):
        pyxel.cls(0)

        # Draw ship
        self.ship.draw()

        # Draw asteroids
        for asteroid in self.asteroids:
            asteroid.draw()

Game()
pyxel.run(Game().update, Game().draw)

Maximum Angle

# Game
class Game:
    def __init__(self):
        """Constructor"""

        # Initialize score
        self.score = 0

        # Initialize player
        self.ship = sprite.ShipSprite(W / 2, H - 40)
        deg = 0 if random.random() < 0.5 else 180
        self.ship.move(SHIP_SPD, deg)

        # Asteroids
        self.asteroid_time = 0   # Spawn interval counter
        self.asteroids = []      # Asteroid list

        # Start Pyxel
        pyxel.init(W, H, title="Hello, Pyxel!!")
        pyxel.load("shooter.pyxres")
        pyxel.run(self.update, self.draw)

    def update(self):
        """Update"""

        # Update player
        self.ship.update()
        self.control_ship()
        self.overlap_spr(self.ship)

        self.check_interval()  # Spawn asteroids

        # Update asteroids
        for asteroid in self.asteroids:
            asteroid.update()
            self.overlap_spr(asteroid)

    def draw(self):
        """Draw"""
        pyxel.cls(0)

        # Draw score
        pyxel.text(
            10, 10,
            "SCORE:{:04}".format(self.score), 12
        )

        # Draw player
        self.ship.draw()

        # Draw asteroids
        for asteroid in self.asteroids:
            asteroid.draw()

    def control_ship(self):
        """Action"""
        if pyxel.btnp(pyxel.KEY_SPACE):
            self.ship.flip_x()  # Reverse movement

    def overlap_spr(self, spr):
        """Move to the opposite side when leaving the screen"""
        if spr.x < -spr.w:
            spr.x = W
            return
        if W < spr.x:
            spr.x = -spr.w
            return
        if spr.y < -spr.h:
            spr.y = H
            return
        if H < spr.y:
            spr.y = -spr.h
            return

    def check_interval(self):
        # Asteroid spawn interval
        self.asteroid_time += 1
        if self.asteroid_time < ASTEROID_INTERVAL:
            return
        self.asteroid_time = 0

        # Do not exceed the maximum number of asteroids
        if ASTEROID_LIMIT < len(self.asteroids):
            return

        # Add a new asteroid
        x = random.random() * W
        y = 0
        spd = random.uniform(ASTEROID_SPD_MIN, ASTEROID_SPD_MAX)
        deg = random.uniform(ASTEROID_DEG_MIN, ASTEROID_DEG_MAX)

        asteroid = sprite.AsteroidSprite(x, y)
        asteroid.move(spd, deg)
        self.asteroids.append(asteroid)

def main():
    """Main"""
    Game()

if __name__ == "__main__":
    main()

Enter fullscreen mode

Exit fullscreen mode

When you run the game, it looks like this:

Game screenshot


Next Time…

Thank you for reading!

In the next chapter, we’ll cover “Let’s Fire Bullets.”

Stay tuned!

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