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- # CodeSkulptor_online_visual_demo_0002.py ### Not a Pys60 project, but does great for simulations
- # http://www.codeskulptor.org/#user39_p2T1m0LY9e_0.py
- # 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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