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Copy pathmini project 8 "RiceRocks" (Astroids).py
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mini project 8 "RiceRocks" (Astroids).py
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# program template for Spaceship
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0.5
playing = False
#NOTE: I used Google Chrome to make this.
class ImageInfo:
def __init__(self, center, size, radius = 0, lifespan = None, animated = False):
self.center = center
self.size = size
self.radius = radius
if lifespan:
self.lifespan = lifespan
else:
self.lifespan = float('inf')
self.animated = animated
def get_center(self):
return self.center
def get_size(self):
return self.size
def get_radius(self):
return self.radius
def get_lifespan(self):
return self.lifespan
def get_animated(self):
return self.animated
# art assets created by Kim Lathrop, may be freely re-used in non-commercial projects, please credit Kim
# debris images - debris1_brown.png, debris2_brown.png, debris3_brown.png, debris4_brown.png
# debris1_blue.png, debris2_blue.png, debris3_blue.png, debris4_blue.png, debris_blend.png
debris_info = ImageInfo([320, 240], [640, 480])
debris_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/debris2_blue.png")
# nebula images - nebula_brown.png, nebula_blue.png
nebula_info = ImageInfo([400, 300], [800, 600])
nebula_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/nebula_blue.f2013.png")
# splash image
splash_info = ImageInfo([200, 150], [400, 300])
splash_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/splash.png")
# ship image
ship_info = ImageInfo([45, 45], [90, 90], 35)
ship_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/double_ship.png")
# missile image - shot1.png, shot2.png, shot3.png
missile_info = ImageInfo([5,5], [10, 10], 3, 50)
missile_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/shot2.png")
# asteroid images - asteroid_blue.png, asteroid_brown.png, asteroid_blend.png
asteroid_info = ImageInfo([45, 45], [90, 90], 40)
asteroid_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/asteroid_blue.png")
# animated explosion - explosion_orange.png, explosion_blue.png, explosion_blue2.png, explosion_alpha.png
explosion_info = ImageInfo([64, 64], [128, 128], 17, 24, True)
explosion_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/explosion_alpha.png")
# sound assets purchased from sounddogs.com, please do not redistribute
soundtrack = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/soundtrack.mp3")
missile_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/missile.mp3")
missile_sound.set_volume(.5)
ship_thrust_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/thrust.mp3")
explosion_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/explosion.mp3")
# helper functions to handle transformations
def angle_to_vector(ang):
return [math.cos(ang), math.sin(ang)]
def dist(p,q):
return math.sqrt((p[0] - q[0]) ** 2+(p[1] - q[1]) ** 2)
# Ship class
class Ship:
def __init__(self, pos, vel, angle, image, info):
self.pos = [pos[0],pos[1]]
self.vel = [vel[0],vel[1]]
self.thrust = False
self.angle = angle
self.angle_vel = 0
self.image = image
self.image_center = info.get_center()
self.image_size = info.get_size()
self.radius = info.get_radius()
self.speed = 1
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def draw(self,canvas):
if self.thrust:
canvas.draw_image(self.image, [130, 45], self.image_size, self.pos, self.image_size, self.angle)
else:
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
def update(self):
#angle update
self.angle += self.angle_vel
#position and velocity update
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
press_key = 0.15 / 60
release_key = 0.10
self.vel[0] *= (1 - press_key)
self.vel[1] *= (1 - press_key)
if self.thrust:
forward = angle_to_vector(self.angle)
self.vel[0] += release_key * forward[0]
self.vel[1] += release_key * forward[1]
#add sound to thrust
def change_thrust(self, thrusting):
self.thrust = thrusting
if thrusting:
ship_thrust_sound.rewind()
ship_thrust_sound.play()
else:
ship_thrust_sound.pause()
def increase_angvel(self):
self.angle_vel += .04
def decrease_angvel(self):
self.angle_vel -= .04
#add missile and shooting sound
def shoot(self):
moving_ahead = angle_to_vector(self.angle)
missile_pos = [self.pos[0] + self.radius * moving_ahead[0], self.pos[1] + self.radius * moving_ahead[1]]
missile_vel = [self.vel[0] + 7 * moving_ahead[0], self.vel[1] + 7 * moving_ahead[1]]
missile_group.add(Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound))
# Sprite class
class Sprite:
def __init__(self, pos, vel, ang, ang_vel, image, info, sound = None):
self.pos = [pos[0],pos[1]]
self.vel = [vel[0],vel[1]]
self.angle = ang
self.angle_vel = ang_vel
self.image = image
self.image_center = info.get_center()
self.image_size = info.get_size()
self.radius = info.get_radius()
self.lifespan = info.get_lifespan()
self.animated = info.get_animated()
self.age = 0
if sound:
sound.rewind()
sound.play()
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def draw(self, canvas):
if self.animated:
image_tile = (self.age % 20) // 1
self.image_center = [self.image_center[0] + image_tile * self.image_size[0], self.image_center[1]]
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
def update(self):
#angle update
self.angle += self.angle_vel
#position + velocity update
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % WIDTH
#increment age of the sprite
if self.lifespan:
if self.age > self.lifespan:
return True
else:
self.age += 1
return False
def collide(self, other_object):
if dist(self.pos, other_object.get_position()) < self.radius + other_object.get_radius():
return True
else:
return False
def draw(canvas):
global time, lives, score, rock_group, playing
# animiate background
time += 1
wtime = (time / 4) % WIDTH
center = debris_info.get_center()
size = debris_info.get_size()
canvas.draw_image(nebula_image, nebula_info.get_center(), nebula_info.get_size(), [WIDTH / 2, HEIGHT / 2], [WIDTH, HEIGHT])
canvas.draw_image(debris_image, center, size, (wtime - WIDTH / 2, HEIGHT / 2), (WIDTH, HEIGHT))
canvas.draw_image(debris_image, center, size, (wtime + WIDTH / 2, HEIGHT / 2), (WIDTH, HEIGHT))
#draw text and score
canvas.draw_text('Lives: '+ str(lives), (50, 50), 36, "Pink")
canvas.draw_text('Score: '+ str(score), (625, 50), 36, "Pink")
# draw and update ship and sprites
my_ship.draw(canvas)
process_sprite_group(canvas, rock_group)
process_sprite_group(canvas, missile_group)
process_sprite_group(canvas, explosion_group)
# update ship and sprites
my_ship.update()
#draw collision
if group_collide(rock_group, my_ship) > 0:
lives -= 1
score += group_group_collide(missile_group, rock_group)
# reset game
if lives < 1:
playing = False
rock_group = set([])
soundtrack.pause()
timer.stop()
#splash screen
if not playing:
canvas.draw_image(splash_image, splash_info.get_center(), splash_info.get_size(), [WIDTH / 2, HEIGHT / 2], splash_info.get_size())
#key handlers
def down(key):
if key == simplegui.KEY_MAP['left']:
my_ship.decrease_angvel()
elif key == simplegui.KEY_MAP['right']:
my_ship.increase_angvel()
elif key == simplegui.KEY_MAP['up']:
my_ship.change_thrust(True)
elif key == simplegui.KEY_MAP['space']:
my_ship.shoot()
def up(key):
if key == simplegui.KEY_MAP['left']:
my_ship.increase_angvel()
elif key == simplegui.KEY_MAP['right']:
my_ship.decrease_angvel()
elif key == simplegui.KEY_MAP['up']:
my_ship.change_thrust(False)
#mouse click handler to start the game
def click(pos):
global playing,score,lives
center = [WIDTH / 2, HEIGHT / 2]
size = splash_info.get_size()
width_splash = (center[0] - size[0] / 2) < pos[0] < (center[0] + size[0] / 2)
height_splash = (center[1] - size[1] / 2) < pos[1] < (center[1] + size[1] / 2)
if (not playing) and width_splash and height_splash:
playing = True
score = 0
lives = 3
timer.start()
soundtrack.rewind()
soundtrack.play()
# timer handler that spawns a rock
def rock_spawner():
global rock_group, playing
if len(rock_group) > 12 or not playing:
return
rock_vel = [random.random() * .6 - .3, random.random() * .6 - .3]
rock_avel = random.random() * .2 - .1
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
# distance 60 px from ship
while dist(rock_pos, my_ship.pos) < 60:
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
# add rock to the group
rock_group.add(Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info))
def group_collide(group,other_object):
num_collides=0
for explosion in set(group):
if explosion.collide(other_object):
explosion_group.add(Sprite(explosion.get_position(), (0, 0), 0, 0, explosion_image, explosion_info, explosion_sound))
group.remove(explosion)
num_collides+=1
return num_collides
def process_sprite_group(canvas, group):
for sprite in set(group):
sprite.draw(canvas)
if sprite.update():
group.remove(sprite)
def group_group_collide(group, second_group):
total = 0
for collide in set(group):
count = group_collide(second_group, collide)
if count > 0:
group.remove(collide)
total += count
return total
# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)
# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
rock_group = set([])
missile_group = set([])
explosion_group = set([])
# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(down)
frame.set_keyup_handler(up)
frame.set_mouseclick_handler(click)
timer = simplegui.create_timer(1000.0, rock_spawner)
# get things rolling
timer.start()
frame.start()