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ricerocks.py
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#Timofey Nosov
#July 2013
#
#
#this file is intended to be run on codeskulptor.org
# 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
ang_vel = 0.1
FRICTION = 0.98
ACCEL = 0.1111
LIFESPAN = 70
collisions = 0
started = False
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.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, 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)
def process_sprite_group(group, canvas):
copy_group = set(group)
for element in copy_group:
if element.update() == True:
group.remove(element)
else:
element.draw(canvas)
def group_collide(group, other_object):
global collisions, lives, started
copy_group = set(group) #to iterate over
for element in copy_group:
if element.collide(other_object):
group.remove(element)
other_object.pos = [WIDTH/2, HEIGHT/2]
other_object.vel = [0,0]
lives -= 1
if lives < 0:
restart_game()
def restart_game():
global started, rock_group, my_ship, lives
started = False
rock_group = set()
lives = 3
my_ship.pos = [WIDTH/2,HEIGHT/2]
my_ship.vel = [0,0]
soundtrack.rewind()
soundtrack.pause()
def group_group_collide(group, other_group):
global collisions
copy_group = set(group)
copy_other_group = set(other_group)
for rock in copy_group:
for missile in copy_other_group:
if rock.collide(missile):
group.remove(rock)
other_group.remove(missile)
collisions += 1
# 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()
def shoot(self):
global missile_group
a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)
a_missile.pos = [self.pos[0] + 45*self.direction[0], self.pos[1] + 45*self.direction[1]]
a_missile.vel[0] = self.vel[0] + 8*angle_to_vector(self.angle)[0]
a_missile.vel[1] = self.vel[1] + 8*angle_to_vector(self.angle)[1]
missile_sound.play()
missile_group.add(a_missile)
def draw(self,canvas):
if self.thrust == False:
canvas.draw_image(ship_image, ship_info.get_center(), ship_info.get_size(),
self.pos, ship_info.get_size(), self.angle)
else:
canvas.draw_image(ship_image, ship_thrust_info.get_center(), ship_thrust_info.get_size(),
self.pos, ship_thrust_info.get_size(), self.angle)
def update(self):
self.angle += self.angle_vel
if self.thrust == True:
self.vel[0] += .5 * angle_to_vector(self.angle)[0]
self.vel[1] += .5 * angle_to_vector(self.angle)[1]
ship_thrust_sound.play()
else:
ship_thrust_sound.rewind()
self.direction = angle_to_vector(self.angle)
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
self.pos[0] %= 800
self.pos[1] %= 600
self.vel[0] *= FRICTION
self.vel[1] *= FRICTION
def get_pos(self):
return self.pos
def get_radius(self):
return self.radius
# 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 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.angle += self.angle_vel
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
self.pos[0] %= 800
self.pos[1] %= 600
self.age += 1
if self.age > LIFESPAN:
return True
else:
return False
def get_pos(self):
return self.pos
def get_radius(self):
return self.radius
def collide(self, other_object):
pos = other_object.get_pos()
radius = other_object.get_radius()
distance = dist(pos, self.pos)
if distance < self.radius + radius:
return True
else:
return False
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
global started, collisions
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:
started = True
soundtrack.play()
collisions = 0
def draw(canvas):
global time, my_ship, started
# animiate background
time += 1
center = debris_info.get_center()
size = debris_info.get_size()
wtime = (time / 8) % center[0]
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[0] - wtime, center[1]], [size[0] - 2 * wtime, size[1]],
[WIDTH / 2 + 1.25 * wtime, HEIGHT / 2], [WIDTH - 2.5 * wtime, HEIGHT])
canvas.draw_image(debris_image, [size[0] - wtime, center[1]], [2 * wtime, size[1]],
[1.25 * wtime, HEIGHT / 2], [2.5 * wtime, HEIGHT])
# draw ship and sprites
my_ship.draw(canvas)
# update ship and sprites
my_ship.update()
#draw lives and score
canvas.draw_text("Lives: " + str(lives), (50, 50), 20, "Red")
canvas.draw_text("Score: " + str(collisions), (50, 80), 20, "Red")
process_sprite_group(rock_group, canvas)
process_sprite_group(missile_group, canvas)
group_collide(rock_group, my_ship)
group_group_collide(rock_group, missile_group)
# 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())
#handler for keys
def keydown(key):
global my_ship
if key == simplegui.KEY_MAP["right"]:
my_ship.angle_vel = ang_vel
elif key == simplegui.KEY_MAP["left"]:
my_ship.angle_vel = - ang_vel
elif key == simplegui.KEY_MAP["up"]:
my_ship.vel[0] += angle_to_vector(my_ship.angle)[0]
my_ship.vel[1] += angle_to_vector(my_ship.angle)[1]
my_ship.thrust = True
elif key == simplegui.KEY_MAP["space"]:
my_ship.shoot()
def keyup(key):
global my_ship
if key == simplegui.KEY_MAP["right"]:
my_ship.angle_vel = 0
elif key == simplegui.KEY_MAP["left"]:
my_ship.angle_vel = 0
elif key == simplegui.KEY_MAP["up"]:
my_ship.thrust = False
# timer handler that spawns a rock
def rock_spawner():
global rock_group, started
a_rock = Sprite([0, 0], [1, 1], 0, 0.1, asteroid_image, asteroid_info)
a_rock.pos[0] = random.randint(0, WIDTH)
a_rock.pos[1] = random.randint(0, HEIGHT)
a_rock.vel[0] = random.randint(-4, 4) * collisions / 10
a_rock.vel[1] = random.randint(-4, 4) * collisions / 10
a_rock.angle_vel = random.randint(-10, 10) / 30
distance = dist(a_rock.pos, my_ship.pos) #distance from new rock to the ship
if len(rock_group) < 12 and distance > a_rock.radius + my_ship.radius and started == 1:
rock_group.add(a_rock)
# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)
# initialize ship and two sprites
rock_group = set()
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
missile_group = set()
# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.set_mouseclick_handler(click)
timer = simplegui.create_timer(1000.0, rock_spawner)
# get things rolling
timer.start()
frame.start()