-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathricerocks.txt
430 lines (317 loc) · 14.4 KB
/
ricerocks.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
# program template for Spaceship
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0
started = False
explosion_group = set ([])
rock_group = set ([])
missile_group = set ([])
SPACESHIP_ANGLE_VEL_INC = 0.05
spaceship_angle = math.pi / 2
spaceship_angle_vel = 0
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/debris_blend.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, 50)
missile_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/shot1.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(.2)
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")
ship_thrust_sound.set_volume(.2)
# alternative upbeat soundtrack by composer and former IIPP student Emiel Stopler
# please do not redistribute without permission from Emiel at http://www.filmcomposer.nl
soundtrack = simplegui.load_sound("https://storage.googleapis.com/codeskulptor-assets/ricerocks_theme.mp3")
soundtrack.set_volume(.2)
# 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()
self.thrusting_sound = ship_thrust_sound
def draw(self,canvas):
if self.thrust == False:
canvas.draw_image(ship_image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
if self.thrust == True:
canvas.draw_image(ship_image, (self.image_center [0] +self.image_center [0] * 2,\
self.image_center [1]), self.image_size, self.pos, self.image_size, self.angle)
def update(self):
friction = c = 0.01
self.pos [0] += self.vel [0]
self.pos [1] += self.vel [1]
self.pos [0] %= WIDTH
self.pos [1] %= HEIGHT
self.vel [0] *= (1-c)
self.vel [1] *= (1-c)
self.angle += self.angle_vel
forward = angle_to_vector(self.angle)
if self.thrust:
self.vel [0] += forward [0] * 0.1
self.vel [1] += forward [1] * 0.1
#if self.pos [0] >= WIDTH:
#self.pos [0] = 0
#elif self.pos [0] <= 0:
#self.pos [0] = WIDTH
#if self.pos [1] >= HEIGHT:
#self.pos [1] = 0
#elif self.pos [1] <= 0:
#self.pos [1] = HEIGHT
def get_position(self):
return self.pos
def thrusting (self, set):
self.thrust = set
if set:
self.thrusting_sound.play()
else:
self.thrusting_sound.rewind()
def get_radius (self):
return self.radius
def get_vel(self):
return self.vel
def get_angle (self):
return self.angle
def get_vel_angle(self):
return self.angle_vel
def shoot (self, missile_sound, missile_group):
fp = angle_to_vector (self.angle)
new_missile = Sprite((fp[0] * self.radius + self.pos[0], fp[1] * self.radius + self.pos [1]),\
(self.vel [0] + fp[0] * 6, self.vel [1] + fp [1] * 6),\
self.angle, 0, missile_image, missile_info, missile_sound)
missile_group.add (new_missile)
# 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
self.animation_time = 0
if sound:
sound.rewind()
sound.play()
def get_position(self):
return self.pos
def get_radius (self):
return self.radius
def draw(self, canvas):
if self.animated:
current_index = (self.animation_time % self.lifespan) // 1
current_center = [self.image_center[0] + current_index * self.image_size[0], self.image_center[1]]
canvas.draw_image(self.image, current_center, self.image_size, self.pos, self.image_size, self.angle)
#canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
self.animation_time += 1
else:
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
def get_angle(self):
return self.angle
def get_vel(self):
return self.vel
def get_vel_angle(self):
return self.angle_vel
def update(self):
self.angle += self.angle_vel
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
self.pos [0] %= WIDTH
self.pos [1] %= HEIGHT
self.age += 1
return self.age >= self.lifespan
#tt = self.get_radius() - 15
#self.pos [0] = (self.pos [0] + tt)%(WIDTH + 2*tt) - tt
#self.pos [1] = (self.pos [1] + tt)%(WIDTH + 2*tt) - tt
def collide (self, other_object):
return dist (self.get_position(), other_object.get_position()) <= self.get_radius()+ other_object.get_radius()
def group_collide (group, other_object):
global explosion_group
group1 = set(group)
for object in group1:
if object.collide (other_object):
#pos, vel, ang, ang_vel, image, info, sound = None
explosion = Sprite(other_object.get_position(), other_object.get_vel(), other_object.get_angle(),\
other_object.get_vel_angle(), explosion_image, explosion_info, explosion_sound)
explosion_group.add(explosion)
group.remove(object)
return True
return False
# keyhandlers to control spaceship
def group_group_collide (set_a, set_m):
collided = set ([])
tt = False
set_a1 = set (set_a)
for asteroid in set_a1:
if group_collide (set_m, asteroid):
collided.add (asteroid)
tt = True
set_a.difference_update (collided)
return tt
def keydown(key):
global spaceship_angle, spaceship_angle_vel
if simplegui.KEY_MAP['right'] == key:
my_ship.angle_vel += SPACESHIP_ANGLE_VEL_INC
if simplegui.KEY_MAP['left'] == key:
my_ship.angle_vel -= SPACESHIP_ANGLE_VEL_INC
if simplegui.KEY_MAP['up'] == key:
my_ship.thrusting (True)
if simplegui.KEY_MAP['space'] == key:
my_ship.shoot (missile_sound, missile_group)
def keyup(key):
global spaceship_angle, spaceship_angle_vel
if simplegui.KEY_MAP['right'] == key:
my_ship.angle_vel -= SPACESHIP_ANGLE_VEL_INC
if simplegui.KEY_MAP['left'] == key:
my_ship.angle_vel += SPACESHIP_ANGLE_VEL_INC
if simplegui.KEY_MAP['up'] == key:
my_ship.thrusting (False)
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
global started, lives, score
#soundtrack.play()
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, spaceship_angle_vel, spaceship_angle, score, lives, started, new_rock, soundtrack, rock_group
if group_collide (rock_group, my_ship):
lives -= 1
if group_group_collide (rock_group, missile_group):
score += 1
# 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)
#new_rock.draw(canvas)
#a_missile.draw(canvas)
# update ship and sprites
my_ship.update()
#new_rock.update()
#a_missile.update()
process_sprite_group(rock_group, canvas)
process_sprite_group(missile_group, canvas)
process_sprite_group (explosion_group, canvas)
canvas.draw_text('Score: ' + str (score), (650, 50), 30, 'White')
canvas.draw_text('Lives: ' + str (lives), (50, 50), 30, 'White')
if lives <= 0 :
started = False
rock_group = set([])
soundtrack.pause()
# 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_group
pos = [0,0]
vel = [0, 0]
ang_vel = 0.0
pos [0] = random.randrange (0, WIDTH)
pos [1] = random.randrange (0, HEIGHT)
vel [0] = random.randint (-1 - score / 3, 1 + score / 3)
vel [1] = random.randint (-1 - score /3, 1 + score /3)
ang_vel = float (random.randint (-100.0, 100.0)) / 1000
if len(rock_group) <= 12 and started:
new_rock = Sprite((pos[0], pos [1]), vel, 0, ang_vel, asteroid_image, asteroid_info)
if dist(new_rock.get_position(), my_ship.get_position()) >= my_ship.get_radius () + 10 + new_rock.get_radius():
rock_group.add (new_rock)
else:
return
def process_sprite_group (set, canvas):
for image in set:
tt = image.update()
image.draw(canvas)
if tt:
set.remove(image)
# 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)
#new_rock = Sprite([WIDTH / 3, HEIGHT / 3], [5, 5], 0, 0.1, asteroid_image, asteroid_info)
#a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)
# 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()