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- # RiceRocks
- import simplegui
- import math
- import random
- # globals for user interface
- WIDTH = 800
- HEIGHT = 600
- DIMENSIONS = 2
- score = 0
- lives = 3
- time = 0.5
- 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.f2014.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, 30)
- 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)
- # 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.image_center_thrust = [(self.image_center[0] + self.image_size[0]), self.image_center[1]]
- self.radius = info.get_radius()
- def rotate_right(self):
- self.angle_vel += 0.09
- def rotate_left(self):
- self.angle_vel -= 0.09
- def rotate_stop(self):
- self.angle_vel = 0
- def draw(self,canvas):
- if self.thrust:
- canvas.draw_image(self.image, self.image_center_thrust, 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.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
- self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
- self.angle += self.angle_vel
- friction = 0.01
- for dim in range(DIMENSIONS):
- self.vel[dim] *= 1 - friction
- if self.thrust:
- for dim in range(DIMENSIONS):
- self.vel[dim] += angle_to_vector(self.angle)[dim] / 10
- def shoot(self):
- for_vec = angle_to_vector(self.angle)
- mis_pos = list(self.pos)
- mis_vel = list(self.vel)
- for dim in range(DIMENSIONS):
- mis_pos[dim] += for_vec[dim] * self.radius
- mis_vel[dim] += for_vec[dim] * 12
- a_missile = Sprite(mis_pos, mis_vel, self.angle, 0, missile_image, missile_info, missile_sound)
- missile_group.add(a_missile)
- def get_position(self):
- return 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 draw(self, canvas):
- if self.animated:
- explosion_dim = [24, 1]
- explosion_index = [self.age % explosion_dim[0], (self.age // explosion_dim[0]) % explosion_dim[1]]
- canvas.draw_image(self.image, [self.image_center[0] + explosion_index[0] * self.image_size[0],
- self.image_center[1] + explosion_index[1] * self.image_size[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.pos[0] + self.vel[0]) % WIDTH
- self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
- self.age += 1
- if self.age >= self.lifespan:
- return True
- def get_position(self):
- return self.pos
- def collide(self, other_object):
- zero_distance = self.radius + other_object.radius
- distance = dist(other_object.get_position(), self.pos)
- if distance <= zero_distance:
- return True
- def draw(canvas):
- global time, lives, score, started, rock_group
- # animiate 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 ship and sprites
- my_ship.draw(canvas)
- if started:
- process_sprite_group(rock_group, canvas)
- process_sprite_group(missile_group, canvas)
- process_sprite_group(explosion_group, canvas)
- # update ship and sprites
- my_ship.update()
- if group_collide(rock_group, my_ship):
- lives -= 1
- if lives <= 0:
- started = False
- rock_group = set([])
- soundtrack.rewind()
- score += group_group_collide(missile_group, rock_group)
- # draw game info
- canvas.draw_text("Lives: " + str(lives), (WIDTH / 15.0, HEIGHT / 10), 30, "White")
- canvas.draw_text("Score: " + str(score), (WIDTH - WIDTH / 5.0, HEIGHT / 10), 30, "White")
- # 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())
- # key handlers
- def key_down(key):
- if key == simplegui.KEY_MAP['right']:
- my_ship.rotate_right()
- elif key == simplegui.KEY_MAP['left']:
- my_ship.rotate_left()
- elif key == simplegui.KEY_MAP['up']:
- my_ship.thrust = True
- ship_thrust_sound.play()
- elif key == simplegui.KEY_MAP['space']:
- my_ship.shoot()
- def key_up(key):
- if key == simplegui.KEY_MAP['right']:
- my_ship.rotate_stop()
- elif key == simplegui.KEY_MAP['left']:
- my_ship.rotate_stop()
- elif key == simplegui.KEY_MAP['up']:
- my_ship.thrust = False
- ship_thrust_sound.rewind()
- # mouseclick handlers that reset UI and conditions whether splash image is drawn
- def click(pos):
- global started, lives, score, my_ship
- 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
- my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
- # timer handler that spawns a rock
- def rock_spawner():
- global rock_group
- pos = [random.randrange(WIDTH), random.randrange(HEIGHT)]
- vel = [random.randrange(1, 3) * 0.01, random.randrange(1, 3) * 0.01]
- x_dir = random.randrange(2)
- if x_dir:
- vel[0] = - vel[0]
- y_dir = random.randrange(2)
- if y_dir:
- vel[1] = - vel[1]
- if score > 0:
- for i in range(DIMENSIONS):
- vel[i] *= score
- ang_vel = random.randrange(1, 10) / 100.0
- rot_dir = random.randrange(2)
- if rot_dir:
- ang_vel = - ang_vel
- a_rock = Sprite(pos, vel, 0, ang_vel, asteroid_image, asteroid_info)
- if dist(my_ship.get_position(), a_rock.pos) >= my_ship.radius * 3:
- if started:
- if len(rock_group) <= 12:
- rock_group.add(a_rock)
- soundtrack.play()
- # update sprite groups
- def process_sprite_group(group, canvas):
- for item in group:
- item.update()
- if item.update():
- group.remove(item)
- item.draw(canvas)
- def group_collide(group, other_object):
- global explosion_group
- for item in set(group):
- if item.collide(other_object):
- exp_pos = item.pos
- exp_vel = item.vel
- exp_ang_vel = item.angle_vel
- an_explosion = Sprite(exp_pos, exp_vel, 0, exp_ang_vel, explosion_image, explosion_info, explosion_sound)
- explosion_group.add(an_explosion)
- group.remove(item)
- return True
- def group_group_collide(group1, group2):
- count = 0
- for item in set(group1):
- if group_collide(group2, item):
- group1.discard(item)
- count += 1
- return count
- # 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)
- rock_group = set([])
- missile_group = set([])
- explosion_group = set([])
- # register handlers
- frame.set_draw_handler(draw)
- frame.set_keydown_handler(key_down)
- frame.set_keyup_handler(key_up)
- frame.set_mouseclick_handler(click)
- timer = simplegui.create_timer(1000.0, rock_spawner)
- # get things rolling
- timer.start()
- frame.start()
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