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new2.py
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#Spaceship Game
try:
import simplegui
except ImportError:
import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
import math
import random
# global/constants
WIDTH = 800
HEIGHT = 600
score = 0
lives = 5
time = 0
started = False
FRICTION = 0.03
SHIP_SIZE = [90,90]
SHIP_RADIUS = 35
ROCK_SIZE = [90, 90]
ROCK_RADIUS = 40
MISSILE_SIZE = [10,10]
MISSILE_RADIUS = 3
MISSILE_LIFESPAN = 50
ROCK_RADIUS = 40
ROCK_VEL_FACTOR = 1
ROCK_AVEL_FACTOR = .4
MISSILE_VEL_FACTOR = 6
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
debris_info = ImageInfo([320, 240], [640, 480])
debris_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/debris2_blue.png")
# Images
nebula_info = ImageInfo([400, 300], [800, 600])
nebula_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/nebula_blue.f2014.png")
splash_info = ImageInfo([200, 150], [400, 300])
splash_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/splash.png")
SHIP_CENTER = [SHIP_SIZE[0] / 2, SHIP_SIZE[1] / 2]
ship_info = ImageInfo(SHIP_CENTER, SHIP_SIZE, SHIP_RADIUS)
ship_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/double_ship.png")
MISSILE_CENTER = [MISSILE_SIZE[0] / 2, MISSILE_SIZE[1] / 2]
missile_info = ImageInfo(MISSILE_CENTER, MISSILE_SIZE, MISSILE_RADIUS, MISSILE_LIFESPAN)
missile_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/shot2.png")
ROCK_CENTER = [ROCK_SIZE[0] / 2, ROCK_SIZE[1] / 2]
asteroid_info = ImageInfo(ROCK_CENTER, ROCK_SIZE, ROCK_RADIUS)
asteroid_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/asteroid_blue.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")
# Sounds
soundtrack = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/soundtrack.ogg")
missile_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/missile.ogg")
ship_thrust_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/thrust.ogg")
explosion_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/explosion.ogg")
missile_sound.set_volume(.5)
# Classes
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):
global missiles_group
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] + MISSILE_VEL_FACTOR * forward[0], self.vel[1] + MISSILE_VEL_FACTOR * forward[1]]
missiles_group.add(Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound))
def get_pos(self):
return self.pos
def get_radius(self):
return self.radius
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 = list(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):
canvas.draw_image(self.image, self.image_center, self.image_size,
self.pos, self.image_size, self.angle)
def update(self):
self.age += 1
# update explosion
if self.animated and self.age < self.lifespan:
self.image_center[0] += self.image_size[0]
# 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
return self.age > self.lifespan
def get_lifespan(self):
return self.lifespan
def get_pos(self):
return self.pos
def get_vel(self):
return self.vel
def get_angle(self):
return self.angle
def get_angle_vel(self):
return self.angle_vel
def get_radius(self):
return self.radius
def collide(self, other):
return dist(self.get_pos(), other.get_pos()) < self.get_radius() + other.get_radius()
def get_animated(self):
return self.animated
# Helper functions
def angle_to_vector(ang):
return [math.cos(ang), math.sin(ang)]
def process_sprite_group(sprite_group,canvas):
for a_sprite in set(sprite_group):
a_sprite.draw(canvas)
if a_sprite.update():
sprite_group.discard(a_sprite)
def dist(p, q):
return math.sqrt((p[0] - q[0]) ** 2 + (p[1] - q[1]) ** 2)
def group_collide(sprite_group, other):
global explosions_group
collision = False
for a_sprite in set(sprite_group):
if a_sprite.collide(other):
explosions_group.add(Sprite(a_sprite.get_pos(), a_sprite.get_vel(), a_sprite.get_angle(), a_sprite.get_angle_vel(), explosion_image, explosion_info, explosion_sound))
sprite_group.discard(a_sprite)
collision = True
return collision
def group_group_collide(sprite_group1, sprite_group2):
collisions = 0
for a_sprite1 in set(sprite_group1):
if group_collide(sprite_group2, a_sprite1):
collisions += 1
sprite_group1.discard(a_sprite1)
return collisions
# Key/Mouse/Timer Handlers
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)
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.rewind()
soundtrack.play()
def draw(canvas):
global time, started, lives, score, my_ship, rock_group, missiles_group, explosions_group
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
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)
my_ship.update()
# check collisions only 8 times per second to improve performance
if time % 12 == 0:
if group_collide(rock_group, my_ship):
if lives > 0:
lives -= 1
if lives == 0:
started = False
soundtrack.pause()
# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
rock_group = set([])
explosions_group = set([])
missiles_group = set([])
score += group_group_collide(missiles_group, rock_group)
process_sprite_group(rock_group,canvas)
process_sprite_group(missiles_group,canvas)
process_sprite_group(explosions_group,canvas)
# 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
def rock_spawner():
global rock_group
if started:
if len(rock_group) < 12:
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
rock_vel = [random.random() * ROCK_VEL_FACTOR - ROCK_VEL_FACTOR / 2, random.random() * ROCK_VEL_FACTOR - ROCK_VEL_FACTOR / 2]
rock_avel = random.random() * ROCK_AVEL_FACTOR - ROCK_AVEL_FACTOR / 2
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
# add rock to group only if its not colliding with the ship
if not a_rock.collide(my_ship):
rock_group.add(a_rock)
# Main part
# Declare 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)
rock_group = set([])
explosions_group = set([])
missiles_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()