First ever lines of code in Py. For testing go to cloud www.codesculptor.org and paste the code in canvas, then press run. Implementation of Spaceship - program template for RiceRocks - last project in the course. Week 7 - 8.
# 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 = 0.5 started = False rock_group = set() missile_group = set() explosion_group = set() rock_count = 0 # Helper function to process drawing/updates def process_sprite_group(group,canvas): for s in list(group): s.draw(canvas) if s.update() == True: group.remove(s) def group_collide(group,other_object): c_num = 0 for s in list(group): if s.collide(other_object) == True: rock_avel = random.random() * .2 - .1 explosion = Sprite(s.get_position(), [0,0], 0, rock_avel, explosion_image, explosion_info,explosion_sound) explosion_group.add(explosion) group.remove(s) c_num += 1 return c_num def group_group_collide(group1,group2): c_num = 0 for s in list(group2): g1_c = group_collide(group1,s) if g1_c > 0 : group2.remove(s) c_num += g1_c return c_num 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, 70) 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) # 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]] m = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound) missile_group.add(m) def get_radius(self): return self.radius def get_position(self): return self.pos def tooclose(self,other_object): other = other_object.get_position() dist2 = dist(self.pos,other) rad2 = self.radius + other_object.get_radius() if dist2 < rad2*1.5 : return True else: return False # 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): if self.animated == False: canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle) elif self.animated == True: i = self.age center = [self.image_center[0]+i*self.image_size[0],self.image_center[1]] 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 self.age += 1 # update position self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT if self.age < self.lifespan: return False else: return True def collide(self,other_object): other = other_object.get_position() dist2 = dist(self.pos,other) rad2 = self.radius + other_object.get_radius() if dist2 < rad2 : return True else: return False def get_radius(self): return self.radius def get_position(self): return self.pos # 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.play() def draw(canvas): global time, started, lives,score, rock_count # 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 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 and sprites my_ship.draw(canvas) #for r in rock_group: r.draw(canvas) process_sprite_group(rock_group,canvas) process_sprite_group(missile_group,canvas) process_sprite_group(explosion_group,canvas) #a_missile.draw(canvas) # update ship and sprites my_ship.update() for r in rock_group: r.update() # detect COLLISIONS g1 =group_collide(rock_group,my_ship) lives -= g1 rock_count -= g1 g1 = group_group_collide(rock_group,missile_group) score += g1 rock_count -= g1 #detect end of game if lives < 1: rock_count = 0 for r in list(rock_group): rock_group.discard(r) started = False soundtrack.pause() # 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 rock_group,rock_count if rock_count <= 12 and started == True: 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 rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info) #if rock position is NOT too close to ship, add to the group if my_ship.tooclose(rock) == False: rock_group.add(rock) rock_count += 1 # 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 = 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(2000.0, rock_spawner) # get things rolling timer.start() frame.start()
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