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Asteroids.py
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Asteroids.py
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# implementation of Asteroids
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
num_col = 0
num_col_col = 0
lives = 3
time = 0.5
started = False
MAX_ROCKS = 12
OFFSET = 100**2 # rocks won't spawn closer to ship than sqrt(OFFSET)
diff = 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/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")
# load 81 frame sprite sheer for explosion - image generated by phaedy explosion generator, source is hasgraphics.com
ship_explosion_info = ImageInfo([50, 50], [100, 100], 17, 81, True)
ship_explosion_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/explosion.hasgraphics.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.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)
def process_sprite_group(spriteSet,canvas):
for sprite in set(spriteSet):
if sprite.remove:
spriteSet.remove(sprite)
sprite.update()
sprite.draw(canvas)
def group_collide(group, other_object):
global num_col, explosion_group, ship_explosion_group
for rock in set(group):
if rock.collide(other_object, 0):
if other_object.get_type()!='ship':
explosion_group.add(Sprite(other_object.get_position(), other_object.get_velocity(), other_object.get_angle(), 0, explosion_image, explosion_info, explosion_sound))
else:
ship_explosion_group.add(Ship(other_object.get_position(), other_object.get_velocity(), other_object.get_angle(), explosion_image, explosion_info, explosion_sound))
group.remove(rock)
num_col += 1
return True
return False
def group_group_collide(rocks, rockets):
global num_col, num_col_col
for rocket in list(rockets):
if group_collide(rocks, rocket):
rockets.remove(rocket)
num_col -= 1
num_col_col += 1
# Ship class
class Ship:
def __init__(self, pos, vel, angle, image, info, sound=None):
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.animated = info.get_animated()
self.lifespan = ship_explosion_info.get_lifespan()
self.remove = False
self.age = -1 # to offset weird tile indexing
if sound:
sound.rewind()
sound.play()
def draw(self,canvas):
if self.animated:
exp_dim = ship_explosion_info.get_lifespan()/9
explosion_index = [self.age % exp_dim, (self.age // exp_dim) % exp_dim]
canvas.draw_image(ship_explosion_image,
[ship_explosion_info.get_center()[0] + explosion_index[0] * ship_explosion_info.get_size()[0],
ship_explosion_info.get_center()[1] + explosion_index[1] * ship_explosion_info.get_size()[1]],
ship_explosion_info.get_size(), self.pos, self.image_size, self.angle)
elif 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
self.age += 1
if self.age>=self.lifespan-2: # to offset weird tile indexing
self.remove = True # remove explosion
# 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 missile_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] + 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))
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def get_velocity(self):
return self.vel
def get_angle(self):
return self.angle
def get_type(self):
return 'ship'
# 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.remove = False
if sound:
sound.rewind()
sound.play()
def draw(self, canvas):
if self.animated:
current_exp_index = (self.age % explosion_info.get_lifespan()) // 1
current_exp_center = [explosion_info.get_center()[0] + current_exp_index * explosion_info.get_size()[0], explosion_info.get_center()[1]]
canvas.draw_image(explosion_image, current_exp_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):
# update angle
self.angle += self.angle_vel
self.age += 1
if self.age>=self.lifespan:
self.remove = True # remove explosion
# update position
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def get_velocity(self):
return self.vel
def get_angle(self):
return self.angle
def collide(self, other, offset):
[x1,y1] = self.get_position()
r1 = self.get_radius()
[x2,y2] = other.get_position()
r2 = other.get_radius()
if (x2-x1)**2+(y2-y1)**2-(r1+r2)**2>offset:
return False
else:
return True
def get_type(self):
return 'sprite'
# key handlers to control ship
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)
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
global started, num_col, num_col_col, diff
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
num_col=0
num_col_col=0
diff=0
soundtrack.play()
def draw(canvas):
global time, started, 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])
canvas.draw_image(debris_image, [size[0] - wtime, center[1]], [2 * wtime, size[1]],
[1.25 * wtime, HEIGHT / 2], [2.5 * wtime, HEIGHT])
# draw UI
canvas.draw_text("Lives", [50, 50], 22, "White")
canvas.draw_text("Difficulty", [360, 50], 22, "White")
canvas.draw_text("Score", [680, 50], 22, "White")
canvas.draw_text(str(lives-num_col), [50, 80], 22, "White")
canvas.draw_text(str(diff), [360, 80], 22, "White")
canvas.draw_text(str(score+num_col_col), [680, 80], 22, "White")
# draw and update ship
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)
process_sprite_group(ship_explosion_group, canvas)
group_collide(rock_group, my_ship)
# detect missile/rock collisions
group_group_collide(missile_group, rock_group)
if lives-num_col<=0:
started=False
rock_group=set()
# draw splash screen if not started
if not started:
soundtrack.rewind()
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, MAX_ROCKS, started, diff
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
diff = math.ceil(num_col_col/5)
rock_vel = [diff*(random.random() * .6 - .3), diff*(random.random() * .6 - .3)]
rock_avel = random.random() * .2 - .1
if len(rock_group)<MAX_ROCKS and started:
new_rock=Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
if not new_rock.collide(my_ship, OFFSET):
rock_group.add(new_rock)
# 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()
missile_group = set()
explosion_group = set()
ship_explosion_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()