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mini_project_w8_enhanced.py
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mini_project_w8_enhanced.py
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# Spaceship - Python mini-project for week 7
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
FRICTION = 0.02
MAX_ROCKS = 12
MIN_SPAWN_DISTANCE = 60
score = 0
lives = 3
time = 0.5
started = False
rock_group = set([])
missile_group = set([])
explosion_group = set([])
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_thrust_info = ImageInfo([135,45],[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, 40)
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:
# this is static (i.e. the same value for all Ship instances)
_ANGLE_VEL = .06
def __init__(self, pos, vel, angle, image, info):
self.pos = [pos[0],pos[1]]
self.vel = [vel[0],vel[1]]
self.fwd = [0,0]
self.thrust = False
self.angle = angle
self.angle_vel = 0
self.image = image
self.image_info = info
self.update_info()
self.blown = 0
def draw(self,canvas):
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
def update(self):
self.update_info();
self.angle += self.angle_vel
self.fwd = angle_to_vector(self.angle)
for i in range(2):
self.vel[i] *= (1 - FRICTION)
if self.thrust:
self.vel[i] += 0.2 * self.fwd[i]
self.pos[i] += self.vel[i]
# wrap the spaceship around the edges
if (self.pos[0] > WIDTH):
self.pos[0] -= WIDTH
if (self.pos[0] < 0):
self.pos[0] = WIDTH - self.pos[0]
if (self.pos[1] > HEIGHT):
self.pos[1] -= HEIGHT
if (self.pos[1] < 0):
self.pos[1] = HEIGHT - self.pos[1]
def update_info(self):
self.image_center = self.image_info.get_center()
self.image_size = self.image_info.get_size()
self.radius = self.image_info.get_radius()
def thrust_on(self):
self.thrust = True
self.image_info = ship_thrust_info
ship_thrust_sound.play()
def thrust_off(self):
self.thrust = False
self.image_info = ship_info
ship_thrust_sound.rewind()
def turn_cw(self):
self.angle_vel = self._ANGLE_VEL
def turn_ccw(self):
self.angle_vel = -self._ANGLE_VEL
def stop_turn(self):
self.angle_vel = 0
def shoot(self):
global a_missile
vel_multiplier = 5
missile_vel=[0,0]
missile_pos = [0,0]
# position the missile in front of the "cannon"
missile_pos[0] = self.pos[0] + (self.image_info.get_size()[0]/2 * math.cos(self.angle))
missile_pos[1] = self.pos[1] + (self.image_info.get_size()[1]/2 * math.sin(self.angle))
for i in range(2):
missile_vel[i] = self.vel[i] + vel_multiplier * self.fwd[i]
a_missile = Sprite(missile_pos, missile_vel, 0, 0, missile_image, missile_info, missile_sound)
missile_group.add(a_missile)
def get_position(self):
return self.pos;
def set_position(self, new_pos):
self.pos = new_pos
def get_radius(self):
return self.image_info.get_radius()
def collide(self, other_sprite):
""" Detects collisions between this sprite and another
"""
collided = False
distance = dist(other_sprite.get_position(), self.get_position())
if (distance < other_sprite.get_radius() + self.get_radius()):
collided = True
return collided
# Sprite class
class Sprite:
def __init__(self, pos, vel, ang , ang_vel, image, info, sound = None, name = 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 = list(info.get_center())
self.image_size = info.get_size()
self.radius = info.get_radius()
self.lifespan = info.get_lifespan()
self.animated = info.get_animated()
if name:
self.name=name
else:
self.name="noname"
self.age = 0
if sound:
sound.rewind()
sound.play()
def draw(self, canvas):
if not self.animated:
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
else:
sprite_idx = (self.age % self.image_size[0]) // 1
self.image_center[0] = self.image_center[0] + self.image_size[0] * sprite_idx
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
def update(self):
self.angle += self.angle_vel
for i in range(2):
self.pos[i] += self.vel[i]
self.pos[i] += self.vel[i]
if (self.pos[0] > WIDTH):
self.pos[0] -= WIDTH
if (self.pos[0] < 0):
self.pos[0] = WIDTH - self.pos[0]
if (self.pos[1] > HEIGHT):
self.pos[1] -= HEIGHT
if (self.pos[1] < 0):
self.pos[1] = HEIGHT - self.pos[1]
self.age += 1
return not (self.age < self.lifespan)
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def collide(self, other_sprite):
""" Detects collisions between this sprite and another
"""
collided = False
distance = dist(other_sprite.get_position(), self.get_position())
if (distance < other_sprite.get_radius() + self.get_radius()):
collided = True
return collided
def __str__(self):
return "Name: " + self.name + ";age:" + str(self.age)
def group_collide(sprite, sprite_group):
""" Detects collision between a sprite and a group of sprites
"""
sg_copy = set(sprite_group)
detected = False
for s in sg_copy:
if sprite.collide(s):
explosion = Sprite(s.get_position(),[0,0],0,0,explosion_image,explosion_info, explosion_sound, "explosion")
explosion_group.add(explosion)
sprite_group.remove(s)
detected = True
return detected
def group_group_collide(sprite_group_1, sprite_group_2):
sg1_copy = set(sprite_group_1)
num_elements = 0
for sprite in sg1_copy:
if (group_collide(sprite, sprite_group_2)):
num_elements += 1
return num_elements
def draw_sprite_group(group, canvas):
""" Draws and updates a group of sprites
"""
sg_copy = set(group)
for sprite in sg_copy:
sprite.draw(canvas)
if (sprite.update()):
group.remove(sprite)
def stop_game():
global missile_group, rock_group, started
missile_group = set([])
rock_group = set([])
started=False
def init_game():
global score, lives, started
my_ship.set_position([WIDTH/2, HEIGHT/2])
score = 0
lives = 3
started = True
def draw(canvas):
global time
# animate 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 ship and sprites
my_ship.draw(canvas)
draw_sprite_group(missile_group, canvas)
draw_sprite_group(rock_group,canvas)
# update ship and sprites
my_ship.update()
# detect collisions
global lives
if group_collide(my_ship, rock_group):
explosion = Sprite(my_ship.get_position(),[0,0],0,0,explosion_image,explosion_info, explosion_sound, "explosion")
explosion_group.add(explosion)
lives -= 1
global score
score += group_group_collide(missile_group, rock_group)
draw_sprite_group(explosion_group, canvas)
# draw the text on the canvas
canvas.draw_text("Lives",[40,40],25,"#FFFFFF","monospace")
canvas.draw_text(str(lives),[40,65],25,"#FFFFFF","monospace")
canvas.draw_text("Score",[WIDTH-100,40], 25, "#FFFFFF","monospace")
canvas.draw_text(str(score),[WIDTH-100,65],25,"#FFFFFF","monospace")
global started
if lives == 0:
stop_game()
# draw splash screen if not started
if not started:
canvas.draw_image(splash_image, splash_info.get_center(),
splash_info.get_size(), [WIDTH / 2, HEIGHT / 2],
splash_info.get_size())
# timer handler that spawns a rock
def rock_spawner():
# don't to anything if the game is not started
# or we have enough rocks
if not started or len(rock_group) == MAX_ROCKS:
return
# spawn the rock at a minimum distance from the ship
x_pos = random.randrange(WIDTH / 3, WIDTH - WIDTH / 3)
y_pos = random.randrange(HEIGHT / 3, HEIGHT - HEIGHT / 3)
rock_position = [x_pos, y_pos]
if (dist(rock_position, my_ship.get_position()) < MIN_SPAWN_DISTANCE):
return
# random velocity
rock_velocity = [random.randrange(-2,2), random.randrange(-2,2)];
# random spin velocity and direction
ang_vel = 0.3 * random.random() * random.choice([-1,1])
# add the rock to our list
rock_group.add( Sprite(rock_position, rock_velocity, 0, ang_vel, asteroid_image, asteroid_info, None, "Rock"))
def keydown_handler(key):
for i in keymaps_down:
if key == simplegui.KEY_MAP[i]:
keymaps_down[i]();
def keyup_handler(key):
for i in keymaps_up:
if key == simplegui.KEY_MAP[i]:
keymaps_up[i]();
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
global started
center = [WIDTH / 2, HEIGHT / 2]
size = splash_info.get_size()
inwidth = (center[0] - size[0] / 2) < pos[0] < (center[0] + size[0] / 2)
inheight = (center[1] - size[1] / 2) < pos[1] < (center[1] + size[1] / 2)
if (not started) and inwidth and inheight:
init_game()
# 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)
# keyboard mappings
keymaps_down = { "right":my_ship.turn_cw, "left":my_ship.turn_ccw,"up":my_ship.thrust_on, "space":my_ship.shoot }
keymaps_up = { "right":my_ship.stop_turn, "left":my_ship.stop_turn,"up":my_ship.thrust_off }
# register handlers
frame.set_draw_handler(draw)
frame.set_keyup_handler(keyup_handler)
frame.set_keydown_handler(keydown_handler)
frame.set_mouseclick_handler(click)
timer = simplegui.create_timer(1000.0, rock_spawner)
soundtrack.play()
# get things rolling
timer.start()
frame.start()