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import simplegui
import math
import random
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0.5
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
debris_info = ImageInfo([320, 240], [640, 480])
debris_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/debris3_blue.png")
nebula_info = ImageInfo([400, 300], [800, 600])
nebula_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/nebula_blue.s2014.png")
splash_info = ImageInfo([200, 150], [400, 300])
splash_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/splash.png")
ship_info = ImageInfo([45, 45], [90, 90], 35)
ship_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/double_ship.png")
missile_info = ImageInfo([5,5], [10, 10], 3, 60)
missile_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/shot2.png")
asteroid_info = ImageInfo([45, 45], [90, 90], 40)
asteroid_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/asteroid_blend.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")
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")
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)
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 get_radius(self):
return self.radius
def get_pos(self):
return self.pos
def draw(self,canvas):
if self.thrust == False:
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
else:
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)
def update(self):
NUMBER = 2
c = 0.1
d = 0.8
if self.thrust == True:
self.vel[0] += angle_to_vector(self.angle)[0] * d
self.vel[1] += angle_to_vector(self.angle)[1] * d
ship_thrust_sound.play()
else:
ship_thrust_sound.rewind()
for i in range(NUMBER):
self.pos[i] += self.vel[i]
self.vel[i] = (1-c) * self.vel[i]
self.angle += self.angle_vel
if self.pos[0] > WIDTH or self.pos[0] < 0:
self.pos[0] = WIDTH - self.pos[0]
if self.pos[1] > HEIGHT or self.pos[1] < 0:
self.pos[1] = HEIGHT - self.pos[1]
def shoot(self):
global missile_group
forward = 5
missile_pos_x = self.pos[0] + angle_to_vector(self.angle)[0] * self.image_size[0] / 2
missile_pos_y = self.pos[1] + angle_to_vector(self.angle)[1] * self.image_size[1] / 2
missile_vel_x = self.vel[0] + angle_to_vector(self.angle)[0] * forward
missile_vel_y = self.vel[1] + angle_to_vector(self.angle)[1] * forward
a_missile = Sprite([missile_pos_x, missile_pos_y], [missile_vel_x,missile_vel_y], self.angle, 0, missile_image, missile_info, missile_sound)
missile_group.add(a_missile)
missile_sound.play()
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()
def get_radius(self):
return self.radius
def get_pos(self):
return self.pos
def collide(self, other_object):
if dist(self.pos, other_object.get_pos()) < (self.radius + other_object.get_radius()) :
return True
else:
return False
def draw(self, canvas):
if self.animated == False:
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
else:
explosion_center = explosion_image.get_center()
explosion_size = explosion_image.get_size()
if self.age < lifespan:
canvas.draw_image(explosion_image, [explosion_center[0] + self.age * explosion_size[0]], explosion_center[1], explosion_size, self.pos, explosion_size)
self.age += 1
def update(self):
NUMBER = 2
for i in range(NUMBER):
self.pos[i] += self.vel[i]
self.angle += self.angle_vel
if self.pos[0] > WIDTH or self.pos[0] < 0:
self.pos[0] = WIDTH - self.pos[0]
if self.pos[1] > HEIGHT or self.pos[1] < 0:
self.pos[1] = HEIGHT - self.pos[1]
self.age += 1
if self.age < self.lifespan:
return False
else:
return True
explosion_group = set()
def group_collide(group, other_object):
copy_group = set(group)
for i in copy_group:
if i.collide(other_object) == True:
explosion = Sprite(i.pos, [0, 0], [0, 0], 0, explosion_image, explosion_info, sound = explosion_sound)
explosion_group.add(explosion)
group.discard(i)
def group_group_collide(group, other_group):
copy_group = set(group)
origin_len = len(other_group)
for i in copy_group:
group_collide(other_group, i)
if len(other_group) < origin_len:
group.discard(i)
def draw(canvas):
global time, lives, score, started, rock_group, missile_group
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))
canvas.draw_text("Lives " + str(lives), [550, 40], 20, 'White', 'sans-serif' )
canvas.draw_text("Score " + str(score), [650, 40], 20, 'White', 'sans-serif' )
if started == True:
process_spirte_group(rock_group,canvas)
process_spirte_group(missile_group,canvas)
rock_len = len(rock_group)
group_collide(rock_group, my_ship)
if len(rock_group) < rock_len:
lives -=1
if lives == 0:
started = False
missile_len = len(missile_group)
group_group_collide(missile_group, rock_group)
if len(missile_group) < missile_len:
score += 1
my_ship.draw(canvas)
my_ship.update()
else:
canvas.draw_image(splash_image, splash_info.get_center(), splash_info.get_size(), [WIDTH / 2, HEIGHT / 2], splash_info.get_size())
ship_thrust_sound.rewind()
timer.stop()
rock_group = set()
missile_group = set()
soundtrack.play()
def rock_spawner():
global score
if len(rock_group) <= 12:
a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, 0, asteroid_image, asteroid_info)
a_rock.pos = [random.randint(1,WIDTH), random.randint(1,HEIGHT)]
a_rock.vel = [random.randrange(score // 15 + 1), random.randrange(score // 15 +1)]
a_rock.angle_vel = random.random() * 0.1
rock_group.add(a_rock)
def process_spirte_group(group,canvas):
for item in group:
item.draw(canvas)
item.update()
if item.update() == True:
group.remove(item)
def forward():
my_ship.thrust = True
def angle_plus():
my_ship.angle_vel = -0.05
def angle_minus():
my_ship.angle_vel = 0.05
def anti_forward():
my_ship.thrust = False
def angle_fixed():
my_ship.angle_vel = 0
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
rock_group = set()
missile_group = set()
keydowns = {'up': forward,
'left': angle_plus,
'right': angle_minus,
'space': my_ship.shoot,
}
keyups = {'up': anti_forward,
'left': angle_fixed,
'right': angle_fixed,
}
def key_down(key):
for i in keydowns:
if key == simplegui.KEY_MAP[i]:
keydowns[i]()
def key_up(key):
for i in keyups:
if key == simplegui.KEY_MAP[i]:
keyups[i]()
def start_handler():
global started, timer, lives, score, my_ship
started = True
lives = 3
score = 0
my_ship.pos = [WIDTH / 2, HEIGHT / 2]
my_ship.vel = [0, 0]
timer.start()
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)
frame.set_draw_handler(draw)
frame.set_keydown_handler(key_down)
frame.set_keyup_handler(key_up)
start_button = frame.add_button("start", start_handler, 100)
timer = simplegui.create_timer(1000.0, rock_spawner)
timer.start()
frame.start()
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