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Asteroids.py
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Asteroids.py
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# 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
splashText = True
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)
def wrap(pos):
if pos[0] <= 0:
pos[0] = pos[0] % WIDTH
if pos[0] >= WIDTH:
pos[0] = pos[0] % WIDTH
if pos[1] <= 0:
pos[1] = pos[1] % HEIGHT
if pos[1] >= HEIGHT:
pos[1] = pos[1] % HEIGHT
return pos
def groupCrash(group, other):
outcome = 0
removeSet = set([])
for i in group:
if i.crash(other):
outcome += 1
removeSet.add(i)
boomGroup.add(Sprite(i.getPos(), (0, 0), 0, 0, explosion_image, explosion_info, explosion_sound))
rockGroup.difference_update(removeSet)
return outcome
def processSpriteGroup(c, group):
for i in set(group):
i.draw(c)
if i.update():
group.remove(i)
return group
def groupGroupCrash(group, otherGroup):
crashNum = 0
for i in set(group):
crash = groupCrash(otherGroup, i)
crashNum += crash
if crash >= 1:
missileGroup.remove(i)
return crashNum
# 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 turn(self, change):
self.angle_vel += change
def thrusterOn(self):
self.thrust = True
ship_thrust_sound.play()
def thrusterOff(self):
self.thrust = False
ship_thrust_sound.pause()
ship_thrust_sound.rewind()
def pewpew(self):
global a_missile
missileGroup.add(Sprite((angle_to_vector(self.angle)[0] * self.radius + self.pos[0], angle_to_vector(self.angle)[1] * self.radius + self.pos[1]), (self.vel[0] + angle_to_vector(self.angle)[0] * 10, self.vel[1] + angle_to_vector(self.angle)[1] * 10), 0, 0, missile_image, missile_info, missile_sound))
def getPos(self):
return self.pos
def getRadius(self):
return self.radius
def draw(self,canvas):
if self.thrust:
canvas.draw_image(ship_image, (self.image_center[0] * 3, self.image_center[1]), self.image_size, self.pos, self.image_size, self.angle)
else:
canvas.draw_image(ship_image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
def update(self):
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
self.angle += self.angle_vel
if self.thrust:
self.vel[0] += angle_to_vector(self.angle)[0] / 8
self.vel[1] += angle_to_vector(self.angle)[1] / 8
else:
self.vel[0] *= .97
self.vel[1] *= .97
wrap(self.pos)
# 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 crash(self, other):
if math.sqrt((self.pos[0] - other.getPos()[0]) ** 2 + (self.pos[1] -
other.getPos()[1]) ** 2) <= self.radius + other .getRadius():
# if self.pos[1] + other.getPos()[1] <= self.radius + other.getPos()[1]:
return True
return False
def getPos(self):
return self.pos
def getRadius(self):
return self.radius
def draw(self, canvas):
if self.animated:
canvas.draw_image(self.image, (self.image_center[0] + self.image_size[0] * self.age, 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):
self.angle += self.angle_vel
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
wrap(self.pos)
self.age += 1
if self.age >= self.lifespan:
return True
else:
return False
def draw(canvas):
global time, lives, missileGroup, rockGroup, score, splashText
# 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)
processSpriteGroup(canvas, rockGroup)
processSpriteGroup(canvas, boomGroup)
missileGroup = processSpriteGroup(canvas, missileGroup)
# update ship and sprites
my_ship.update()
canvas.draw_text('Lives left: ' + str(lives), (0, 20), 20, 'white')
canvas.draw_text('Score: ' + str(score), (0, 40), 20, 'white')
if splashText:
canvas.draw_image(splash_image, splash_info.get_center(), splash_info.get_size(), (WIDTH / 2, HEIGHT / 2), splash_info.get_size())
if groupCrash(rockGroup, my_ship) >= 1:
lives -= 1
for i in range(groupGroupCrash(missileGroup, rockGroup)):
score += 100
if lives <= 0:
splashText = True
timer.stop()
rockGroup = set([])
my_ship.thrusterOff()
my_ship.angle_vel = 0
def keyDown(key):
if not splashText:
keys = {simplegui.KEY_MAP['left']: my_ship.turn, simplegui.KEY_MAP['right']: my_ship.turn, simplegui.KEY_MAP['up']: my_ship.thrusterOn, simplegui.KEY_MAP['space']: my_ship.pewpew}
values = {simplegui.KEY_MAP['left']: -.2, simplegui.KEY_MAP['right']: .2}
if key in keys.keys():
if key in values.keys():
keys[key](values[key])
else:
keys[key]()
def keyUp(key):
if not splashText:
keys = {simplegui.KEY_MAP['left']: my_ship.turn, simplegui.KEY_MAP['right']: my_ship.turn, simplegui.KEY_MAP['up']: my_ship.thrusterOff}
values = {simplegui.KEY_MAP['left']: .2, simplegui.KEY_MAP['right']: -.2}
if key in keys.keys():
if key in values.keys():
keys[key](values[key])
else:
keys[key]()
def click(pos):
global splashText, lives, score
if splashText:
lives = 3
score = 0
soundtrack.rewind()
soundtrack.play()
timer.start()
splashText = False
# timer handler that spawns a rock
def rock_spawner():
if len(rockGroup) < 12:
pos = (random.randrange(WIDTH), random.randrange(HEIGHT))
if math.sqrt((my_ship.getPos()[0] - pos[0]) ** 2 + (my_ship.getPos()[1] - pos[1]) ** 2) > 50 + my_ship.getRadius() * 2:
rockGroup.add(Sprite(pos, (random.choice([1 + score * .0001, -1 + score * .0001]), random.choice([1, -1])), random.randrange(5), .1, asteroid_image, asteroid_info))
# initialize frame
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)
rockGroup = set([])
missileGroup = set([])
boomGroup = 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
frame.start()
soundtrack.set_volume(1)
soundtrack.play()