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# Spaceship Program by Jackie

import simplegui
import math
import random

# globals for user interface
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

    
# 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/debris3_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.s2014.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, 60)
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_blend.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(.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)


# 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 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):
        # update the position with velocity
        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]

        
        # update the angle with angle velocity
        self.angle += self.angle_vel
        
        # if the ship out of frame
        
        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()
        
# 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_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
    
    # 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))
    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:
    # draw ship and sprites
        process_spirte_group(rock_group,canvas)
        process_spirte_group(missile_group,canvas)
#        process_sprite_group(explosion_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)
        #    a_missile.draw(canvas)
            
            # update ship and sprites
        my_ship.update()
    #    a_missile.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()
            
# timer handler that spawns a rock    
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)
    

# define keydown handler

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
   
# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
#a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, 0, asteroid_image, asteroid_info)
rock_group = set()
#a_missile = Sprite([-1, -1], [0, 0], 0, 0, missile_image, missile_info, missile_sound)
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()

    
# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)

# register handlers
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)

# get things rolling
timer.start()
frame.start()