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Asteroids.py
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348 lines (280 loc) · 12.9 KB
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#Asteroids Final Project Game #
#By: Dhrumilkumar Parikh #
#################################
import simplegui #For game graphics
import math
import random
####################################################################################################################################
#GLOBAL VERIABLES
WIDTH = 800 #Game Window Frame Width
HEIGHT = 600 #Game Window Frame Width
score = 0 #Game Score
lives = 3 #Lives
Start = False #Start the game
time = 0 #Timer
####################################################################################################################################
#Image class for all the images used for Graphics
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, 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("https://www.dropbox.com/s/jg18y0z0h9hpkpo/Halo.mp3?raw=1")
soundtrack2= simplegui.load_sound("https://www.dropbox.com/s/9xuhbylla7f580f/Halo%20s.mp3?raw=1")
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")
####################################################################################################################################
# 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, [135, 45], 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):
forward_vec = angle_to_vector(self.angle)
self.angle += self.angle_vel
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
if self.thrust:
self.vel[0] += forward_vec[0]*0.1
self.vel[1] += forward_vec[1]*0.1
self.vel[0] *= 0.99
self.vel[1] *= 0.99
def set_thrust(self,thrus):
self.thrust = thrus
if self.thrust:
ship_thrust_sound.rewind()
ship_thrust_sound.play()
else:
ship_thrust_sound.pause()
def shoot(self):
global a_missile
forward_vec = angle_to_vector(self.angle)
a_missile = Sprite([self.pos[0] + self.radius * forward_vec[0], self.pos[1] + self.radius * forward_vec[1]],[self.vel[0] + 4 * forward_vec[0], self.vel[1] + 4 * forward_vec[1]],self.angle, 0, missile_image, missile_info, missile_sound)
missile_group.add(a_missile)
def inc_ang_vel(self):
self.angle_vel += 0.08
def dec_ang_vel(self):
self.angle_vel -= 0.08
def get_position():
return self.pos
def get_radius():
return self.radius
####################################################################################################################################
# Sprite class for all moving objects in the background
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 update(self):
self.angle += self.angle_vel
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
self.age+=1
return self.age >= self.lifespan
def collide(self,other_object):
if dist(self.pos,other_object.pos) < (self.radius + other_object.radius):
return True
else:
return False
def get_position():
return self.pos
def get_radius():
return self.radius
def draw(self, canvas):
center = list(self.image_center)
if self.animated:
center[0] = self.image_center[0] + (self.image_size[0] * self.age)
canvas.draw_image(self.image, center, self.image_size,
self.pos, self.image_size, self.angle)
####################################################################################################################################
# Draw function which draws the images on the screen
def draw(canvas):
global time,lives,score,rock_group,Start
# 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))
my_ship.draw(canvas)
my_ship.update()
process_sprite_group(rock_group,canvas)
process_sprite_group(missile_group,canvas)
process_sprite_group(exploded, canvas)
canvas.draw_text('Lives: '+ str(lives), (675, 25), 30, "White")
canvas.draw_text('Score: '+ str(score), (0, 25), 30, "White")
if group_collide(rock_group, my_ship):
lives -= 1
score += group_group_collide(missile_group, rock_group)*10
if Start==False:
canvas.draw_image(splash_image, splash_info.get_center(),
splash_info.get_size(), [WIDTH / 2, HEIGHT / 2],
splash_info.get_size())
soundtrack.play()
soundtrack2.pause()
if lives == 0:
rock_group = set([])
Start = False
soundtrack.rewind()
soundtrack2.rewind()
lives=3
score=0
####################################################################################################################################
#Helper Functions
#converts angle to a 2D vector
def angle_to_vector(ang):
return [math.cos(ang), math.sin(ang)]
#distance between 2 points
def dist(p,q):
return math.sqrt((p[0] - q[0]) ** 2+(p[1] - q[1]) ** 2)
# timer handler that spawns a rock
def rock_spawner():
global rock_group,Start,a_rock
if len(rock_group) > 12 or not Start:
return
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
while dist(rock_pos, my_ship.pos) < 100:
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
a_rock = Sprite(rock_pos,[random.choice([1, -1]) ,random.choice([1, -1])],random.choice([0,2*math.pi]), random.choice([0.1, -0.1]), asteroid_image, asteroid_info)
rock_group.add(a_rock)
#Draw and update rocks and missiles
def process_sprite_group(group,canvas):
for g in group:
g.draw(canvas)
if g.update():
group.remove(g)
#Check if 2 objects collided
def group_collide(group,other_object):
global exploded
collided = False
for this in set(group):
if this.collide(other_object):
group.remove(this)
exploded.add(Sprite(this.pos, [0, 0], 0, 0, explosion_image,
explosion_info, explosion_sound))
collided = True
return collided
#Check if missiles and rock collided
def group_group_collide(group,other_object):
global exploded
score=0
for g in set(group):
if group_collide(other_object, g):
group.remove(g)
score+=1
return score
# Key pressed function (key down)
def keydown(key):
if simplegui.KEY_MAP["left"] == key:
my_ship.dec_ang_vel()
elif simplegui.KEY_MAP["right"] == key:
my_ship.inc_ang_vel()
elif simplegui.KEY_MAP["up"] == key:
my_ship.set_thrust(True)
elif key == simplegui.KEY_MAP['space']:
my_ship.shoot()
#Key released function (key up)
def keyup(key):
if simplegui.KEY_MAP["left"] == key:
my_ship.inc_ang_vel()
elif simplegui.KEY_MAP["right"] == key:
my_ship.dec_ang_vel()
elif simplegui.KEY_MAP["up"] == key:
my_ship.set_thrust(False)
#Mouse click to start the game
def click(pos):
global Start
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 (Start == False) and inwidth and inheight:
Start = True
soundtrack.pause()
soundtrack2.play()
####################################################################################################################################
#Simplegui library commands to make the graphis and start the game
# initialize and draw the frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)
frame.set_draw_handler(draw)
# initialize ship and sets of objects
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], -1.5708, ship_image, ship_info)
rock_group = set([])
missile_group = set([])
exploded = set([])
#keys and mouse
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.set_mouseclick_handler(click)
#Start the frame window of the game and the timer
timer = simplegui.create_timer(2000.0, rock_spawner)
timer.start()
frame.start()
####################################################################################################################################