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Asteroids.py
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Asteroids.py
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import pygame
from pygame.locals import *
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0.5
wrap = 10 #buffer
rockTurn = (random.random() * (.2 - .01) + .01) * random.choice([1, -1])
rockPos_x = random.randrange(wrap, WIDTH - wrap ) #random x location for rock.
rockPos_y = random.randrange(wrap, HEIGHT - wrap ) #random y location for rock.
rockVel_x = (random.random() * (5 - .1) + .1) * random.choice([1, -1])
rockVel_y = (random.random() * (5 - .1) + .1) * random.choice([1, -1])
started = False
missile_group = set([])
rock_group = set([])
collisions = 0
num_collisions = 0
explosion_group = set([])
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
# 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.f2013.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
soundtrack = simplegui.load_sound("http://www.soundjay.com/free-music/sounds/iron-man-01.mp3")
missile_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/missile.mp3")
missile_sound.set_volume(.3)
ship_thrust_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/thrust.mp3")
explosion_sound = simplegui.load_sound("http://www.pacdv.com/sounds/fart-sounds/fart-2.wav")
# helper functions to handle transformations
def angleToVector(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()
self.aMissile = Sprite(self.pos, self.vel, self.angle, 0, missile_image, missile_info, missile_sound)
def draw(self,canvas):
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
def set_pos(self, p):
self.pos = p
def set_vel(self, v):
self.vel = v
def set_angle_vel(self, ang_v):
self.angle_vel = ang_v
def update(self):
self.angle += self.angle_vel
#position
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
if self.pos[0] > WIDTH + wrap:
self.pos[0] = wrap
if self.pos[0] < wrap:
self.pos[0] = WIDTH + wrap
if self.pos[1] > HEIGHT + wrap:
self.pos[1] = wrap
if self.pos[1] < wrap:
self.pos[1] = HEIGHT + wrap
#friction
frictionCoefficient = 0.02
acceleration = 0.15
self.vel[0] *= (1 - frictionCoefficient)
self.vel[1] *= (1 - frictionCoefficient)
#thrust
forward = angleToVector(self.angle)
if self.thrust:
self.vel[0] += forward[0] * acceleration
self.vel[1] += forward[1] * acceleration
def shoot(self):
global missile_group
shipImage_radius = 45
missleMinVelocity = 8
shipTipPos_x = self.pos[0] + ( shipImage_radius * math.cos(self.angle) )
shipTipPos_y = self.pos[1] + ( shipImage_radius * math.sin(self.angle) )
missileVelocity_x = self.vel[0] + ( missleMinVelocity * math.cos(self.angle) )
missileVelocity_y = self.vel[1] + ( missleMinVelocity * math.sin(self.angle) )
aMissile = Sprite([shipTipPos_x, shipTipPos_y], [missileVelocity_x, missileVelocity_y], self.angle, self.angle_vel, missile_image, missile_info, missile_sound)
missile_group.add(aMissile)
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
# Sprite class
class Sprite:
def __init__(self, pos, vel, ang, ang_vel, image, info, sound = soundtrack):
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.play()
def draw(self, canvas):
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
# asteroid/missile on the canvas
if self.pos[0] > WIDTH or self.pos[0] < 0:
self.pos[0] = self.pos[0] % WIDTH
if self.pos[1] > HEIGHT or self.pos[1] < 0:
self.pos[1] = self.pos[1] % HEIGHT
#explosions
if self.animated:
frame = self.age % self.lifespan
center = [(frame * self.image_size[0]) + self.image_center[0], self.image_center[1]]
canvas.draw_image(self.image, center, 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.vel[0]
self.pos[1]+=self.vel[1]
self.age += 1
if self.age < self.lifespan:
return True
else:
return False
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def collide(self, other_object):
other_obj_pos = other_object.pos
other_obj_rad = other_object.radius
distance = dist(self.pos, other_obj_pos)
if distance < self.radius + other_obj_rad:
collide = True
return collide
if distance > self.radius + other_obj_rad:
collide = False
return collide
#explosion helper
def explosion_at_position(pos):
vel = [0, 0]
avel = 0
explosion = Sprite(pos, vel, 0, avel, explosion_image, explosion_info, explosion_sound)
explosion_group.add(explosion)
#rock & ship/rock & missile COLLISIONS
def group_collide(group, other_object):
global collisions, lives, score
collisions = 0
new_set = set(group)
for obj in new_set:
if obj.collide(other_object)== True:
group.remove(obj)
collisions += 1
explosion_at_position(obj.get_position())
return collisions
#rock & missile COLLISIONS
def group_group_collide(group1, group2):
global num_collisions, score
num_collisions = 0
for i in set(group2):
if group_collide(group1, i) > 0:
score += 10
group2.remove(i)
return num_collisions
def reset_game():
global lives, score, WIDTH, HEIGHT, started, missile_group, rock_group, explosion_group
lives = 3
score = 0
ship_thrust_sound.rewind()
soundtrack.rewind()
soundtrack.play()
missile_group = set([])
rock_group = set([])
explosion_group = set([])
def keydown(key):
global missile_group
acc_speed = .1
if True:
#moves ship
if key == simplegui.KEY_MAP["up"]:
myShip.image_center[0] += 90
myShip.thrust = True
ship_thrust_sound.play()
elif key==simplegui.KEY_MAP["left"]:
myShip.angle_vel -= acc_speed
elif key==simplegui.KEY_MAP["right"]:
myShip.angle_vel += acc_speed
if key==simplegui.KEY_MAP["space"]:
myShip.shoot()
def keyup(key):
global missile_group, fire, started
if True:
if key == simplegui.KEY_MAP["up"]:
myShip.image_center[0] -= 90
myShip.thrust = False
ship_thrust_sound.pause()
if key==simplegui.KEY_MAP["left"]:
myShip.angle_vel = 0
if key==simplegui.KEY_MAP["right"]:
myShip.angle_vel = 0
# mouseclick handlers
def click(pos):
global 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
reset_game()
#draws rock_group & updates
def process_sprite_group(canvas, rock_group, missile_group, explosion_group):
for rock in rock_group:
rock.draw(canvas)
rock.update()
for aMissile in missile_group:
aMissile.draw(canvas)
ans = aMissile.update()
if ans == False:
missile_group.remove(aMissile)
for explosion in explosion_group:
explosion.draw(canvas)
ans2 = explosion.update()
if ans2 == False:
explosion_group.remove(explosion)
def draw(canvas):
global time, lives, score, started, collisions, WIDTH, HEIGHT, rock_group
# 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])
#score & lives
canvas.draw_text(str("Lives"), [50, 50], 20, 'Orange')
canvas.draw_text(str(lives), [65, 85], 30, 'Yellow')
canvas.draw_text(str("Score"), [680, 50], 20, 'Orange')
canvas.draw_text(str(score), [695, 85], 30, 'Yellow')
# draw ship, rocks, and missiles sprites & checks collisions
myShip.draw(canvas)
myShip.update()
if started:
timer.start()
process_sprite_group(canvas, rock_group, missile_group, explosion_group)
if group_collide(rock_group, myShip):
lives -= 1
if lives <= 0:
started = False
rock_group = set([])
timer.stop()
group_group_collide(rock_group, missile_group)
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 spawns a rock with random position, velocity, and angular velocity
def rock_spawner():
global rock_group, WIDTH, HEIGHT
rockTurn = (random.random() * (0.1 - 0.01) + 0.01) *random.choice([1, -1])
rockPos_x = (myShip.pos[0] + random.randrange(myShip.radius * 3 , WIDTH - myShip.radius * 2) ) % WIDTH
rockPos_y = (myShip.pos[1] + random.randrange(myShip.radius * 3 , HEIGHT - myShip.radius * 2) ) % HEIGHT
rockVel_x = (random.random() * (.5 - .1) + .1) *random.choice([1, -1])
rockVel_y = (random.random() * (.5 - .1) + .1) *random.choice([1, -1])
aRock = Sprite([rockPos_x, rockPos_y], [rockVel_x, rockVel_y], 0, rockTurn, asteroid_image, asteroid_info)
if len(rock_group) <= 11:
rock_group.add(aRock)
# initialize frame
frame = simplegui.create_frame("ASTEROIDS", WIDTH, HEIGHT)
# initialize ship and two sprites
myShip = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 1.5 * math.pi, ship_image, ship_info)
# register handlers
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
timer.start()
frame.start()