# implementation of Spaceship - program template for RiceRocks import simplegui import math import random #http://www.codeskulptor.org/#user41_79BIURheqPlpNIk_0.py # globals for user interface s=1 WIDTH = 800*s HEIGHT = 600*s score = 0 lives = 3 time = 0 started = False missiles = set() rocks = 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/debris_blend.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, 150) 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, 750) 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") 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") # alternative upbeat soundtrack by composer and former IIPP student Emiel Stopler # please do not redistribute without permission from Emiel at http://www.filmcomposer.nl #soundtrack = simplegui.load_sound("https://storage.googleapis.com/codeskulptor-assets/ricerocks_theme.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 group_collide(group, other_object): #print "testing group collision" hit = False for g in set(group): if g.collision(other_object): group.remove(g) hit = True return hit def group_group_collide(group1, group2): hit = False for g1 in set(group1): if group_collide(group2, g1): group1.remove(g1) hit = True return hit # 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, missiles 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] + 2 * forward[0], self.vel[1] + 2 * forward[1]] a_missile = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound) missiles.add(a_missile) if len(missiles) > 10: missiles.pop() def get_pos(self): return self.pos def get_rad(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): # 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.age += 1 def check_expiration(self): return self.age > self.lifespan def get_pos(self): return self.pos def get_rad(self): return self.radius def collision(self, other_object): d = dist(self.pos, other_object.get_pos()) #print "testing collision" return d < self.radius + other_object.get_rad() # 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 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() def draw(canvas): global time, started, missiles, rocks, lives, score remove_rocks = set() remove_missiles = set() # 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 ship my_ship.draw(canvas) # draw rocks if started: for r in rocks: r.draw(canvas) r.update() if r.check_expiration(): remove_rocks.add(r) rocks = rocks.symmetric_difference(remove_rocks) # check for ship collision with rocks if group_collide(rocks, my_ship): lives -= 1 # check for missile collision with rocks if group_group_collide(rocks, missiles): score += 1 # update ship and sprites my_ship.update() a_rock.update() for mis in missiles: mis.draw(canvas) mis.update() if mis.check_expiration(): remove_missiles.add(mis) missiles = missiles.symmetric_difference(remove_missiles) # 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()) if lives == 0: started = False soundtrack.pause() lives = "game over" rocks = set() #my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info) #timer handler that spawns a rock def rock_spawner(): global started, rocks if started: rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)] rock_vel = [random.random() * 3.2 - .3, random.random() * 3.2 - .3] rock_avel = random.random() * .2 - .1 a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info) if dist(rock_pos, my_ship.get_pos()) > 4* my_ship.get_rad(): rocks.add(a_rock) else: print "rock ignored" # 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 / 3], [1, 1], 0, .1, asteroid_image, asteroid_info) #a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound) # 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()