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RiceRocks.py
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399 lines (323 loc) · 14.3 KB
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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
INITIAL_LIVES = 3
MAX_NUMBER_OF_ROCKS = 12
SAFE_DISTANCE = 150
SCORE_TO_SPEED_RATIO = 20.0
score = 0
lives = 0
time = 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.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")
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(sprites, canvas):
""" Call the update and draw methods for each sprite in the group.
Sprites with age greater than or equal to its lifespan are also removed. """
for sprite in set(sprites):
sprite.draw(canvas)
## if sprite aged beyhond its lifespan
if sprite.update():
## remove object from the original set
sprites.remove(sprite)
def group_collide(group, other_object):
""" Detect collisions between a group and a sprite.
Colliding object are removed from the group.
Return True or False depending on whether there was a collision. """
has_collided = False
## Iterate over a copy of the set
for sprite in set(group):
if sprite.collide(other_object):
## remove object from the original set
group.remove(sprite)
## creates explosion sprite
a_explosion = Sprite(sprite.get_position(), (0,0), 0, 0, explosion_image, explosion_info, explosion_sound)
explosion_group.add(a_explosion)
has_collided = True
return has_collided
def group_group_collide(group1, group2):
""" Detect collisions between two groups of sprites.
Colliding object are removed from the first group.
Return the number of elements in the first group that collide with the second group"""
n_collisions = 0;
## Iterate over a copy of the first set
for sprite in set(group1):
## if the current sprite collided with a sprite from group 2
if group_collide(group2, sprite):
## remove object from first group
group1.remove(sprite)
n_collisions += 1
return n_collisions
def new_game():
""" Starts a new game. """
global started, lives, score, my_ship, missile_group
lives = INITIAL_LIVES
score = 0
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
missile_group = set()
soundtrack.play()
started = True
def game_over():
""" Remove sprites, rewind soundtrack. """
global started, rock_group, missile_group, explosion_group
started = False
rock_group = set()
missile_group = set()
explosion_group = set()
soundtrack.rewind()
# 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)
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):
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_group.add(a_missile)
def get_position(self):
""" Returns the ship position. """
return self.pos
def get_radius(self):
""" Returns the ship radius. """
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
self.dim = ()
if sound:
sound.rewind()
sound.play()
def draw(self, canvas):
center = list(self.image_center)
if self.animated:
index = self.age % self.lifespan
center[0] += index * self.image_size[0]
canvas.draw_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
# update age
self.age += 1
# true if sprite hit its lifespan, false otherwise
return self.age >= self.lifespan
def collide(self, other_object):
""" Detect collisions. """
distance = dist(self.pos, other_object.get_position())
return distance <= self.radius + other_object.get_radius()
def get_position(self):
""" Returns the sprite position. """
return self.pos
def get_radius(self):
""" Returns the sprite radius. """
return self.radius
# 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
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:
new_game()
def draw(canvas):
global time, started, lives, score
# 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
# draw and update ship
my_ship.draw(canvas)
my_ship.update()
# draw and update rocks
process_sprite_group(rock_group, canvas)
# draw and update missiles
process_sprite_group(missile_group, canvas)
# draw and update explosions
process_sprite_group(explosion_group, canvas)
# Draw scores
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")
# if the ship hit any of the rocks
if group_collide(rock_group, my_ship):
# decrease the number of lives by one
lives -= 1
# game over
if lives <= 0:
game_over()
# Detect collisions between missiles and rocks.
# Increment the score each time a missile collides with a rock.
score += group_group_collide(missile_group, rock_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())
def rock_spawner():
""" Timer handler that spawns a rock. """
if (started and len(rock_group) <= MAX_NUMBER_OF_ROCKS):
rock_pos = []
distance_to_ship = 0
## prevents rocks from spawning too close to the ship
while distance_to_ship < SAFE_DISTANCE:
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
distance_to_ship = dist(rock_pos, my_ship.get_position())
rock_vel = [random.random() * .6 - .3, random.random() * .6 - .3]
### Every rock hit increases the average rock speed by 5%
### Every 20 score doubles the average speed
score_boost = 1 + score / SCORE_TO_SPEED_RATIO
rock_vel = [score_boost * rock_vel[0], score_boost * rock_vel[1]]
rock_avel = random.random() * .2 - .1
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
rock_group.add(a_rock)
# 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)
rock_group = set()
missile_group = set()
explosion_group = set()
# 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()