First ever lines of code in Py. For testing go to cloud www.codesculptor.org and paste the code in canvas, then press run. Another implementation of Spaceship - program template for RiceRocks - last project in the course. Week 7 - 8.

# implementation of Spaceship
 
################################################################
#
# PLEASE CHANGE THE SOUND_FORMAT TO "mp3" IF SOUND DOESN'T WORK
#
################################################################
import simplegui
import math
import random
 
# globals for user interface
SOUND_FORMAT = "ogg"
WIDTH = 800
HEIGHT = 600
EXPLOSION_WIDTH = 128
score = 0
lives = 3
time = 0.5
rock_num = 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.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."+SOUND_FORMAT)
missile_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/missile."+SOUND_FORMAT)
missile_sound.set_volume(.5)
ship_thrust_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/thrust."+SOUND_FORMAT)
explosion_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/explosion."+SOUND_FORMAT)
 
# 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)
        # 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
        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]]
        missile_group.add(Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound))
        #a_missile = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound)
 
 
 
# 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):
        draw_center = self.image_center
        if self.animated:
            draw_center = [self.image_center[0] + self.age * EXPLOSION_WIDTH, self.image_center[1]]
        canvas.draw_image(self.image, draw_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 collide(self, other_object):
        if dist(self.pos, other_object.pos) < self.radius + other_object.radius:
            return True
        else:
            return False
 
def group_collide(group, other_object):
    group_copy = set(group)
    collide_num = 0
    for an_object in group_copy:
        if an_object.collide(other_object):
            group.remove(an_object)
            collide_num += 1
    return collide_num
 
def group_group_collide(group1, group2):
    group_copy = set(group1)
    collide_num = 0
    for an_obj1 in group_copy:
        if group_collide(group2, an_obj1):
            explosion_group.add(Sprite(an_obj1.pos, [0, 0], 0, 0, explosion_image, explosion_info))
            group1.remove(an_obj1)
            collide_num += 1
    return collide_num
 
def process_sprite_group(sprite_group, canvas):
    for a_sprite in sprite_group:
        a_sprite.draw(canvas)
        a_sprite.update()
        if a_sprite.age > a_sprite.lifespan:
            sprite_group.remove(a_sprite)
 
# key handlers to control ship   
def keydown(key):
    #if started == False:
        #return None
    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)
    lives = 3
    score = 0
    if (not started) and inwidth and inheight:
        started = True
 
def draw(canvas):
    global time, started, lives, score
 
    # 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)
    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):
        lives -= 1
        explosion_group.add(Sprite(my_ship.pos, [0, 0], 0, 0, explosion_image, explosion_info))
        if lives <= 0:
            started = False
            rock_group.intersection_update(set())
            #lives = 3
            #score = 0
    # 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")
 
    missile_hit_number = group_group_collide(rock_group, missile_group)
    score += missile_hit_number * 10
    # 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_num
    if len(rock_group) >= 12 or started == False:
        return None
    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_group.add(Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info))
    soundtrack.rewind()
    #soundtrack.play()
    #rock_num += 1
    #a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
 
# 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()
#a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, .1, asteroid_image, asteroid_info)
missile_group = set()
explosion_group = set()
#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)
 
soundtrack.play()
# get things rolling
timer.start()
frame.start()

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