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simplegui Asteroids.py
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# can be run at http://www.codeskulptor.org/#user39_mYs3PfGiEI_26.py
# Asteroids game
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
MAX_LIVES = 3
rock_max_speed = 1
time = 0
score = 0
lives = MAX_LIVES
def init(): # start/restart
global started, rock_group, missile_group, explosion_group
started = False
rock_group = set()
missile_group = set()
explosion_group = set()
soundtrack.rewind()
soundtrack.play()
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.f2014.png
nebula_info = ImageInfo([400, 300], [800, 600])
nebula_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/nebula_brown.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_blend.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)
# 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.accel = [0,0] # forward vector
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 get_position(self):
return self.pos
def get_radius(self):
return self.radius
def draw(self,canvas):
if self.thrust:
canvas.draw_image(ship_image, [3*self.image_center[0],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.angle += self.angle_vel # turn ship
self.accel = angle_to_vector(self.angle)
# move ship and warp around the screen edge
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
if self.thrust:
ship_thrust_sound.play()
for i in range(2): # accelerate
self.vel[i] += 0.5*self.accel[i]
else:
ship_thrust_sound.rewind()
for i in range(2): # friction from space debris
self.vel[i] *= 0.95
def turn(self, direction):
self.angle_vel += 0.1 * direction
def stop_turn(self):
self.angle_vel = 0
# fires a missile from tip of ship cannon
def shoot(self):
global a_missile
a_missile = Sprite([self.pos[0]+self.radius*self.accel[0],self.pos[1]+self.radius*self.accel[1]],
[self.vel[0]+8*self.accel[0],self.vel[1]+8*self.accel[1]], 0, 0, missile_image, missile_info, missile_sound)
missile_group.add(a_missile)
# 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 get_position(self):
return self.pos
def get_radius(self):
return self.radius
def draw(self, canvas):
if self.animated: # explosion sprites use this
canvas.draw_image(self.image, [self.age * self.image_size[0] + self.image_center[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):
# move sprite and warp around the screen edge
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
self.angle += self.angle_vel # rotate
self.age += 1
if self.age > self.lifespan: # flag to be removed
return True
else:
return False
# return True if there is a collision or False otherwise.
def collide(self,other_object):
if dist(self.pos, other_object.get_position()) < self.radius + other_object.get_radius():
return True
else:
return False
def draw(canvas):
global time, started, lives, score, rock_max_speed
# animate 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 and update ship and sprites
my_ship.draw(canvas)
my_ship.update()
process_sprite_group(rock_group, canvas)
process_sprite_group(missile_group, canvas)
process_sprite_group(explosion_group, canvas)
if group_collide(rock_group,my_ship): # rock hits ship
lives -= 1
if lives == 0: # game over
timer.stop()
init()
if group_group_collide(rock_group,missile_group): # missile hits rock
score += 1
if score % 10 == 0: # speed up rocks as game progresses
rock_max_speed += 1
# draw lives and score
canvas.draw_text("Lives: " + str(lives),[20,50],36,"Cyan")
canvas.draw_text("Score: " + str(score),[600,50],36,"Plum")
# 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():
if len(rock_group) < 12:
a_rock = Sprite([random.randint(0,WIDTH), random.randint(0,HEIGHT)],
[random.randint(-rock_max_speed,rock_max_speed+1),
random.randint(-rock_max_speed,rock_max_speed+1)],
0, float(random.randint(-5,6))/100, asteroid_image, asteroid_info)
# add new rock only if not too close to ship
if not dist(a_rock.pos, my_ship.get_position()) < 2*(a_rock.radius + my_ship.get_radius()):
rock_group.add(a_rock)
# draws and updates a group of sprites
def process_sprite_group(group, canvas):
to_del = [] # remember items to be deleted
for item in group:
item.draw(canvas)
if item.update(): # if sprite is past its lifespan
to_del.append(item)
for item in to_del: # remove expired items
group.remove(item)
# checks for collisions between other_object and elements of the group
# if there is a collision, the colliding object is removed
def group_collide(group, other_object):
copy = list(group) # make copy to be able to delete from original list
for item in copy:
if item.collide(other_object):
group.remove(item)
expl = Sprite(item.pos,[0,0],0,0,explosion_image,explosion_info,explosion_sound)
explosion_group.add(expl) # flashy visual effects!
return True
return False
def group_group_collide(group, other_group):
copy = list(group)
for item in copy:
if group_collide(other_group, item):
group.remove(item)
return True
return False
# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)
# initialize ship
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
# key press handlers
def keydown(key):
if key==simplegui.KEY_MAP["left"]:
my_ship.turn(-1)
if key==simplegui.KEY_MAP["right"]:
my_ship.turn(1)
if key==simplegui.KEY_MAP["up"]:
my_ship.thrust = True
if key==simplegui.KEY_MAP["space"]:
my_ship.shoot()
def keyup(key):
if key==simplegui.KEY_MAP["left"] or key==simplegui.KEY_MAP["right"]:
my_ship.stop_turn()
if key==simplegui.KEY_MAP["up"]:
my_ship.thrust = False
# mouseclick handlers that reset UI and conditions when splash image is clicked
def click(pos):
global score, lives, 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:
started = True
score = 0
lives = MAX_LIVES
timer.start() # start spawning rocks
# register handlers
init()
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()