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@ivanko22
Created October 5, 2016 15:03
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# implementation of Spaceship - program template for RiceRocks
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0
time_a = 0
started = False
rock_group = set([])
missile_group = set([])
explosion_group = set([])
num_rock = 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.f2014.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
# .ogg versions of sounds are also available, just replace .mp3 by .ogg
soundtrack = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/soundtrack.mp3")
soundtrack.set_volume(.5)
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)
print num_rock
# 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 draw(self,canvas):
if self.thrust:
canvas.draw_image(self.image, [self.image_center[0] + self.image_size[0], self.image_center[1]] , 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)
# canvas.draw_circle(self.pos, self.radius, 1, "White", "White")
def update(self):
# update angle
self.angle += self.angle_vel
# update position
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
# update velocity
if self.thrust:
acc = angle_to_vector(self.angle)
self.vel[0] += acc[0] * .1
self.vel[1] += acc[1] * .1
self.vel[0] *= .99
self.vel[1] *= .99
def set_thrust(self, on):
self.thrust = on
if on:
ship_thrust_sound.rewind()
ship_thrust_sound.play()
else:
ship_thrust_sound.pause()
def increment_angle_vel(self):
self.angle_vel += .05
def decrement_angle_vel(self):
self.angle_vel -= .05
def shoot(self):
global a_missile
forward = angle_to_vector(self.angle)
missile_pos = [self.pos[0] + self.radius * forward[0], self.pos[1] + self.radius * forward[1]]
missile_vel = [self.vel[0] + 6 * forward[0], self.vel[1] + 6 * forward[1]]
#a_missile = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound)
missile = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound)
missile_group.add(missile)
# Sprite class
class Sprite:
global distance, rock_group, score, missile_group
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):
global time_a, explosion_info, explosion_group, current_rock_index
if self.animated == True:
current_rock_index = (time_a % explosion_info.lifespan) // 1
current_rock_center = [explosion_info.center[0] + current_rock_index * explosion_info.size[0], explosion_info.center[1]]
canvas.draw_image(explosion_image, current_rock_center, explosion_info.size, self.pos, explosion_info.size)
time_a += 0.2
if time_a >= 23:
for exp in explosion_group:
remove_exp = set([])
remove_exp.add(exp)
explosion_group.difference_update(remove_exp)
time_a = 0
else:
canvas.draw_image(self.image, self.image_center, self.image_size,
self.pos, self.image_size, self.angle)
def update(self):
global explosion_group
# update angle
self.angle += self.angle_vel
# update position
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
self.lifespan = True
def get_position(self):
return self.pos
def distance(point1, point2):
#global distance
return math.sqrt((point1[0] - point2[0]) ** 2 + (point1[1] - point2[1]) ** 2)
print point1, point2
def collide(self, other_sprites):
global lives, rock_group, score, missile_group
self.other_sprites = other_sprites
d_sprite = other_sprites.pos
d_sprite_radius = other_sprites.radius
d_ship = my_ship.pos
d_ship_radius = my_ship.radius
d = distance(d_sprite, d_ship)
if d < (d_sprite_radius + d_ship_radius):
remove = set([])
other_sprites.animated = True
explosion_sound.rewind()
explosion_sound.play()
remove.add(other_sprites)
explosion_group.add(other_sprites)
rock_group.difference_update(remove)
lives -= 1
score += 100
# Two objects collide if the distance between their
# centers is less than the sum of their radii.
# def collide(center1, center2, radius1, radius2):
# if distance(center1, center2) < (radius1 + radius2):
# return True
# else:
# return False
#
def group_collide(rocks, missile):
global lives, rock_group, score, missile_group, started, click, explosion_group
for rock in rocks:
d_rock = rock.pos
d_rock_radius = rock.radius
for miss in missile:
d_missile = miss.pos
d_missile_radius = miss.radius
d = distance(d_rock, d_missile)
#print d
if d < (d_rock_radius + d_missile_radius):
remove = set([])
remove.add(rock)
explosion_group.add(rock)
rock.animated = True
rock_group.difference_update(remove)
score += 50
# key handlers to control ship
def keydown(key):
if key == simplegui.KEY_MAP['left']:
my_ship.decrement_angle_vel()
elif key == simplegui.KEY_MAP['right']:
my_ship.increment_angle_vel()
elif key == simplegui.KEY_MAP['up']:
my_ship.set_thrust(True)
elif key == simplegui.KEY_MAP['space']:
my_ship.shoot()
def keyup(key):
if key == simplegui.KEY_MAP['left']:
my_ship.increment_angle_vel()
elif key == simplegui.KEY_MAP['right']:
my_ship.decrement_angle_vel()
elif key == simplegui.KEY_MAP['up']:
my_ship.set_thrust(False)
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
global started, lives, score, rock_group
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
lives = 3
score = 0
soundtrack.rewind()
soundtrack.play()
for rock in rock_group:
remove = set([])
remove.add(rock)
rock_group.difference_update(remove)
def draw(canvas):
global explosion_group, time, time_a, started, num_rock, lives
if lives <= 0:
started = False
num_rock = 0
lives = 0
# 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 UI
canvas.draw_text("Lives", [50, 50], 22, "White")
canvas.draw_text("Score", [680, 50], 22, "White")
canvas.draw_text(str(lives), [50, 80], 22, "White")
canvas.draw_text(str(score), [680, 80], 22, "White")
#draw
my_ship.draw(canvas)
a_rock.draw(canvas)
a_missile.draw(canvas)
for missile in missile_group:
missile.draw(canvas)
missile.update()
for rock in rock_group:
rock.draw(canvas)
rock.update()
a_rock.collide(rock)
for exp in explosion_group:
exp.draw(canvas)
exp.update()
group_collide(rock_group, missile_group)
# update ship and sprites
my_ship.update()
a_rock.update()
a_missile.update()
# 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():
global num_rock, started, rock_group, a_rock
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
rock_vel = [random.random() * .6 - .3, random.random() * .6 - .3]
rock_avel = random.random() * .2 - .1
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
if started:
if num_rock < 25:
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
num_rock += 1
rock_group.add(a_rock)
if num_rock > 24:
num_rock += 1
rock_group.add(a_rock)
for missile in missile_group:
if missile.lifespan:
remove = set([])
remove.add(missile)
missile_group.difference_update(remove)
# initialize stuff
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)
a_rock = Sprite([WIDTH / 3, HEIGHT + 80], [0, 0], 0, 0, asteroid_image, asteroid_info)
a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)
a_explosione = ([WIDTH / 3, HEIGHT / 3], [1, 1], 0, .1, explosion_image, explosion_info)
# register handlers
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
frame.set_mouseclick_handler(click)
frame.set_draw_handler(draw)
timer = simplegui.create_timer(1000.0, rock_spawner)
# get things rolling
timer.start()
frame.start()
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