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"""
Welcome!
To start the game, press 'Run' in the left corner
Controls: arrow keys, spacebar
Enjoy, have fun!
Made by: Darius Burinskis (aka DevBDarius)
Art assets by: Kim Lathrop
OST by: Zabutom
---
VERSION LOG:
v1.0
RELEASE BETA: Coursera specs fully done now + bonus animations
v0.9
RELEASE ALPHA: basic mechanics implemented fully, like:
collisions
rock spawns
ship gun
scores/lives
v0.8
Bug fixes
v0.7
added original OST by Zabutom
added music time handler (music now repeats normally)
synced asteroid spawn with music
"""
# program template for Spaceship
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 0
time = 0
started = False
# object groups
rock_group = set([])
missile_group = set([])
explosion_group = set([])
# difficulty globals
diff_medium = False
diff_hard = 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, 22)
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
UI_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(0)
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")
# 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")
#######
# MY ASSETS
#######
soundtrack = simplegui.load_sound("https://www.dropbox.com/s/ac5ntj6ks8ahhzi/zabutom%20-%20blast%20off%20into%20space.weba?dl=1")
soundtrack.set_volume(.8)
#BPM 136.25, 0.44036 SPB (seconds per beat)
# 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()
# Keeps track of sound/thrusting image
self.sound_started = False
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def draw(self,canvas):
canvas.draw_image(self.image, self.image_center, self.image_size,
self.pos, self.image_size, self.angle)
def update(self):
# position
for dim in range(2):
self.pos[dim] += self.vel[dim]
# keep ship on the screen
if self.pos[0] < 0:
self.pos[0] += WIDTH
elif self.pos[0] > WIDTH:
self.pos[0] -= WIDTH
if self.pos[1] < 0:
self.pos[1] += HEIGHT
if self.pos[1] > HEIGHT:
self.pos[1] -= HEIGHT
# angle
self.angle += self.angle_vel
# acceleration
accel = 0.15
vector = angle_to_vector(self.angle)
if self.thrust:
# Add acceleration
for dim in range(2):
self.vel[dim] += accel * vector[dim]
if not self.sound_started:
# start thrusting sound/image
ship_thrust_sound.play()
self.image_center[0] = 135
self.sound_started = True
else:
if self.sound_started:
#stop thrusting sound/image
ship_thrust_sound.rewind()
self.image_center[0] = 45
self.sound_started = False
# friction
friction = 1 + accel * 0.1
for dim in range(2):
self.vel[dim] /= friction
def start_rotation(self, increase):
vel = 0.1
if increase:
self.angle_vel = vel
else:
self.angle_vel = -vel
def stop_rotation(self):
self.angle_vel = 0
def start_thrust(self):
self.thrust = True
def stop_thrust(self):
self.thrust = False
def shoot(self):
#calculate missile position, velocity; spawn it and add to group
global a_missile
vel = angle_to_vector(self.angle)
pos = [0, 0]
speed = 10
for dim in range(2):
pos[dim] = self.pos[dim] + vel[dim] * self.image_center[1]
for dim in range(2):
vel[dim] = self.vel[dim] + vel[dim] * speed
missile_group.add(Sprite(pos, vel, 0, 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 get_position(self):
return self.pos
def get_radius(self):
return self.radius
def draw(self, canvas):
#24 images
canvas.draw_image(self.image, self.image_center, self.image_size,
self.pos, self.image_size, self.angle)
if self.animated:
self.image_center[0] = math.floor(self.age) * self.image_size[0] + 0.5 * self.image_size[0]
self.age = (self.age - 0.5) % self.lifespan
#remember, age is also updated in "update"
#update position/angle of sprite; check age and return True if age exceeds lifespan
def update(self):
# keep sprite on the screen
if self.pos[0] < 0:
self.pos[0] += WIDTH
elif self.pos[0] > WIDTH:
self.pos[0] -= WIDTH
if self.pos[1] < 0:
self.pos[1] += HEIGHT
if self.pos[1] > HEIGHT:
self.pos[1] -= HEIGHT
for dim in range(2):
self.pos[dim] += self.vel[dim]
self.angle += self.angle_vel
self.age += 1
if self.age >= self.lifespan:
return True
else:
return False
def __str__(self):
return "Asteroid, pos : " + str(self.pos)
# returns True if distance between objects is smaller than their radius
def collide(self, object):
return dist(self.pos, object.get_position()) < self.radius + object.get_radius()
# Group-object collision
def group_collide(group, object):
global explosion_group
for other_object in set(group):
if other_object.collide(object):
group.remove(other_object)
explosion_group.add(Sprite(object.get_position(), [0,0], 0, 0, explosion_image, explosion_info, explosion_sound))
return True
return False
# Group-group collision
def group_group_collide(group1, group2):
collisions = 0
for obj1 in set(group1):
if group_collide(group2, obj1):
collisions += 1
group1.remove(obj1)
return collisions
def draw(canvas):
global time, score, lives, rock_group, missile_group, explosion_group, started, timer, diff_medium, diff_hard
# animate 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
my_ship.draw(canvas)
my_ship.update()
# update/draw asteroids/missiles
process_sprite_group(rock_group, canvas)
process_sprite_group(missile_group, canvas)
process_sprite_group(explosion_group, canvas)
# check for asteroid-ship collisions
if group_collide(rock_group, my_ship):
lives -= 1
# check for asteroid-missile collisions
score += group_group_collide(rock_group, missile_group)
# Score, lives
score_pos = [WIDTH * 0.1, HEIGHT * 0.1]
lives_pos = [score_pos[0], score_pos[1] + 35]
canvas.draw_text("Score : " + str(score), score_pos, 20, "White", "monospace")
canvas.draw_text("Lives : " + str(lives), lives_pos, 20, "White", "monospace")
#TEST: see amount of all objects
# asteroids_pos = [score_pos[0], score_pos[1] + 70]
# canvas.draw_text("Asteroids : " + str(len(rock_group)), asteroids_pos, 20, "White", "monospace")
# missile_pos = [score_pos[0], score_pos[1] + 105]
# canvas.draw_text("Missiles : " + str(len(missile_group)), missile_pos, 20, "White", "monospace")
# explosion_pos = [score_pos[0], score_pos[1] + 140]
# canvas.draw_text("Explosions : " + str(len(explosion_group)), explosion_pos, 20, "White", "monospace")
# 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())
# when you lose you don't get a pie
if lives == 0:
started = False
rock_group = set([])
timer.stop()
timer2.stop()
soundtrack.rewind()
UI_soundtrack.play()
# difficulty algorithm - double asteroid spawn rate
if score == 30:
if not diff_medium:
update_timer(440.35)
diff_medium = True
if score == 60:
if not diff_hard:
update_timer(220.175)
diff_hard = True
# Keyboard handlers
def keydown(key):
if key == simplegui.KEY_MAP['left']:
my_ship.start_rotation(False)
elif key == simplegui.KEY_MAP['right']:
my_ship.start_rotation(True)
elif key == simplegui.KEY_MAP['up']:
my_ship.start_thrust()
elif key == simplegui.KEY_MAP['space']:
my_ship.shoot()
def keyup(key):
if key == simplegui.KEY_MAP['left'] or key == simplegui.KEY_MAP['right']:
my_ship.stop_rotation()
elif key == simplegui.KEY_MAP['up']:
my_ship.stop_thrust()
# mouseclick handler that resets UI and conditions whether splash image is drawn
def click(pos):
global started, lives, score, timer, timer2
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:
global my_ship, a_rock, a_rock2, a_missile
#stop playing old music
UI_soundtrack.rewind()
#start spawning rocks and playing music and shit
timer = simplegui.create_timer(880.7, rock_spawner)
timer.start()
timer2.start()
soundtrack.play()
missile_sound.set_volume(.7)
lives = 3
score = 0
started = True
# timer handler that spawns a rock
def rock_spawner():
global rock_group, my_ship
#initialize and randomise asteroid parameters
loc = [random.randrange(WIDTH), random.randrange(HEIGHT)]
vel = [random.random() * 1.5, random.random() * 1.5]
angle = random.randrange(6)
angle_vel = random.random() * 0.1
randoms = [vel[0], vel[1], angle_vel]
for i in range(3):
if random.randrange(2):
randoms[i] = - randoms[i]
# remove a rock if there is too much
if len(rock_group) > 50:
rock_group.pop()
# create and add a new rock to rock set - if close to the ship, ignore
p = my_ship.get_position()
if not (loc[0] - 100 < p[0] < loc[0] + 100 and loc[1] - 100 < p[1] < loc[1] + 100):
rock_group.add(Sprite(loc, [randoms[0], randoms[1]],
angle, randoms[2], asteroid_image, asteroid_info))
# helper func. for drawing/updating sprites
def process_sprite_group(a_set, canvas):
for sprite in set(a_set):
if sprite.update():
a_set.remove(sprite)
else:
sprite.draw(canvas)
# timer handler for music
def music_timer():
soundtrack.rewind()
soundtrack.play()
# update timer interval
def update_timer(interval):
global timer
timer.stop()
timer = simplegui.create_timer(interval, rock_spawner)
timer.start()
# 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)
a_rock = Sprite([WIDTH, HEIGHT], [5, 5], 0, 0, asteroid_image, asteroid_info)
a_missile = Sprite([WIDTH, HEIGHT], [5, 5],
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)
# timers: rock spawner and music
timer = simplegui.create_timer(880.7, rock_spawner)
timer2 = simplegui.create_timer(108000.0, music_timer)
# get things rolling
frame.start()
UI_soundtrack.play()