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Last active February 12, 2020 08:15
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Interactive Programming in Python - Mini-project #7 - "Spaceship"
# Mini-project # 7 - Spaceship
#
# 'Introduction to Interactive Programming in Python' Course
# RICE University - coursera.org
# by Joe Warren, John Greiner, Stephen Wong, Scott Rixner
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0
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_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)
# Sprite class
class Sprite():
def __init__(self, pos, vel, angle, angle_vel, image, info, sound=None):
self.pos = [pos[0], pos[1]]
self.vel = [vel[0], vel[1]]
self.angle = angle
self.angle_vel = angle_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
self.sound = sound
if self.sound:
self.sound.rewind()
self.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, friction=0.0):
# update orientation
self.angle += self.angle_vel
for i in range(2):
self.vel[i] *= 1 - friction
# update position
limits = (WIDTH, HEIGHT)
for i in range(2):
self.pos[i] += self.vel[i]
self.pos[i] = self.pos[i] % limits[i]
# Ship class, it inherits from Sprite class
class Ship(Sprite):
def __init__(self, *args, **kwds):
Sprite.__init__(self, *args, **kwds) # inherit from sprite
self.thrust = False
if self.sound:
self.sound.pause()
self.sound.rewind()
def set_thrust(self, value):
self.thrust = value
# shift image center and play/pause sound
if value:
self.image_center[0] *= 3
if self.sound:
self.sound.play()
else:
self.image_center[0] /= 3
if self.sound:
self.sound.pause()
self.sound.rewind()
def shoot(self):
# shoot and return a missile (Sprite object)
point_at = angle_to_vector(self.angle)
pos = list(self.pos)
vel = list(self.vel)
for i in range(2):
pos[i] += point_at[i] * self.image_center[0]
vel[i] += point_at[i] * 5
return Sprite(pos, vel, self.angle, 0, missile_image,
missile_info, missile_sound)
def update(self):
# move forward
if self.thrust:
vel = angle_to_vector(self.angle)
for i in range(2):
self.vel[i] += vel[i] * 0.2
# sprite behaviour
Sprite.update(self, 0.01)
# draw handler
def draw(canvas):
global time
# animate 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])
# draw lives
canvas.draw_text("Lives", (40, 40), 18, "White", "sans-serif")
canvas.draw_text(str(lives), (40, 64), 18, "White", "sans-serif")
# draw score
canvas.draw_text("Score", (WIDTH - 80, 40), 18, "White", "sans-serif")
canvas.draw_text(str(score), (WIDTH - 80, 64), 18, "White", "sans-serif")
# draw ship and rocks
my_ship.draw(canvas)
a_rock.draw(canvas)
# update ship and rocks
my_ship.update()
a_rock.update()
# draw and update missiles
for i in missiles:
i.draw(canvas)
i.update()
def key_down(key):
global missiles
if simplegui.KEY_MAP.get("up") == key:
my_ship.set_thrust(True)
elif simplegui.KEY_MAP.get("left") == key:
my_ship.angle_vel = -0.1
elif simplegui.KEY_MAP.get("right") == key:
my_ship.angle_vel = 0.1
elif simplegui.KEY_MAP.get("space") == key:
missiles.append(my_ship.shoot())
def key_up(key):
if simplegui.KEY_MAP.get("up") == key:
my_ship.set_thrust(False)
elif simplegui.KEY_MAP.get("left") == key:
my_ship.angle_vel = 0.0
elif simplegui.KEY_MAP.get("right") == key:
my_ship.angle_vel = 0.0
# timer handler that spawns a rock
def rock_spawner():
pos = [random.random() * WIDTH]
pos.append(random.random() * HEIGHT)
a_rock.pos = pos
a_rock.vel = angle_to_vector(random.random() * 2 * 3.141592) # random vel
a_rock.angle_vel = (random.random() - 0.5) * 0.05 # random spin vel
# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)
# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, 0, ship_image, ship_info,
ship_thrust_sound)
a_rock = Sprite([0, 0], [0, 0], 0, 0, asteroid_image, asteroid_info)
rock_spawner() # force a initial spawn
missiles = list()
# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(key_down)
frame.set_keyup_handler(key_up)
timer = simplegui.create_timer(1000.0, rock_spawner)
# get things rolling
timer.start()
frame.start()
@swaroopgupta
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can u please provide me the documentation of this project?

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