游戏本身可玩性不高,为实现而实现,对象的封装和逻辑控制有点混乱。
先上图:
以下是原代码:
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/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
# .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)
# 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()
self.missile_list = []
self.missile_inteval = 10
self.missile_life = 1 * 60
def get_missiles(self):
return self.missile_list
def set_missile(self,missiles):
self.missile_list = missiles
def get_pos(self):
return self.pos
def get_radius(self):
return self.radius
def set_move(self,move):
if type(move) == float:
self.angle_vel = move
elif type(move) == bool:
self.thrust = move
else:
move(self)
def shoot(self):
ang_vec = angle_to_vector(self.angle)
canon_pos = [self.pos[0] + ang_vec[0] * (self.image_size[0] / 2), self.pos[1] + ang_vec[1] * (self.image_size[0] / 2)]
if len(self.missile_list) == 0 or dist(self.missile_list[0][0].get_pos(),canon_pos) > self.missile_inteval:
a_missile = Sprite(canon_pos,
[self.vel[0] + ang_vec[0] * 5,self.vel[1] + ang_vec[1] * 5],
0, 0, missile_image, missile_info, missile_sound)
self.missile_list.insert(0,[a_missile,self.missile_life])
def stop_shoot(self):
pass
def draw(self,canvas):
pos = [self.image_center[0] + self.image_size[0], self.image_center[1]] if self.thrust else self.image_center
canvas.draw_image(self.image, pos, self.image_size, self.pos,self.image_size,self.angle)
for a_missile in self.missile_list:
a_missile[0].draw(canvas)
def update(self):
self.angle += self.angle_vel
vel_acc = 1.5 if self.thrust else 0
ang_vel = angle_to_vector(self.angle)
for i in range(2):
self.vel[i] = 0.92 * self.vel[i] + ang_vel[i] * vel_acc
self.pos[i] += self.vel[i]
self.pos[0] = self.pos[0] % WIDTH
self.pos[1] = self.pos[1] % HEIGHT
m_l = self.missile_list[:]
for a_missile in m_l:
if a_missile[1] > 0:
a_missile[1] -= 1
a_missile[0].update()
else:
self.missile_list.remove(a_missile)
# 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.animate_count = 0
if sound:
sound.rewind()
sound.play()
def animation_over(self):
return self.animate_count >= self.lifespan * 2
def set_pos(self,pos):
self.pos = pos
def get_pos(self):
return self.pos
def get_radius(self):
return self.radius
def draw(self, canvas):
if self.animated and self.lifespan and self.animate_count < self.lifespan * 2:
canvas.draw_image(self.image, [self.image_center[0] + (self.animate_count / 2) * self.image_size[0],self.image_center[1]],
self.image_size, self.pos, self.image_size,self.angle)
self.animate_count += 1
else:
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size,self.angle)
def update(self):
self.angle += self.angle_vel
for i in range(2):
self.pos[i] += self.vel[i]
self.pos[0] = self.pos[0] % WIDTH
self.pos[1] = self.pos[1] % HEIGHT
def is_collide(first,second):
return True if dist(first.get_pos(),second.get_pos()) < (first.get_radius() + second.get_radius()) else False
def draw(canvas):
global time, score, lives, started
# 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))
deal_with_collide(canvas)
canvas.draw_text("Lives: " + str(lives), [40,40], 20, "Red")
canvas.draw_text("Score: " + str(score), [620,40], 20, "Red")
for a_explosion in list(explosion_set):
a_explosion.draw(canvas)
if a_explosion.animation_over():
explosion_set.discard(a_explosion)
# draw ship and sprites
# update ship and sprites
if started:
my_ship.draw(canvas)
my_ship.update()
for a_rock in list(rock_set):
a_rock.draw(canvas)
a_rock.update()
# 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())
timer.stop()
for rock in list(rock_set):
rock_set.discard(rock)
for explosion in list(explosion_set):
explosion_set.discard(explosion)
vel_list = {simplegui.KEY_MAP['left']: (-0.3,0.0),
simplegui.KEY_MAP['right']: (0.3,0.0),
simplegui.KEY_MAP['up']: (True,False),
simplegui.KEY_MAP['space']: (Ship.shoot,Ship.stop_shoot)}
def keydown(key):
if not started:
return
if key in vel_list:
my_ship.set_move(vel_list[key][0])
if key == simplegui.KEY_MAP['up']:
ship_thrust_sound.play()
def keyup(key):
if not started:
return
if key in vel_list:
my_ship.set_move(vel_list[key][1])
if key == simplegui.KEY_MAP['up']:
ship_thrust_sound.pause()
ship_thrust_sound.rewind()
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
global started, lives, score, my_ship
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
lives = 3
score = 0
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
timer.start()
# timer handler that spawns a rock
def rock_spawner():
global rock_set
if len(rock_set) < 13:
rand_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
rand_vel = [random.random() * .6 - .3, random.random() * .6 - .3]
a_rock = Sprite(rand_pos, rand_vel, 0, 0.1, asteroid_image, asteroid_info)
if not is_collide(a_rock,my_ship):
rock_set.add(a_rock)
def deal_with_collide(canvas):
global lives, started, score
mis_list = my_ship.get_missiles()
for a_rock in list(rock_set):
for missile in mis_list[:]:
if is_collide(missile[0],a_rock):
mis_list.pop(mis_list.index(missile))
pos = a_rock.get_pos()
explosion_set.add(Sprite(pos, [0, 0], 0, 0, explosion_image, explosion_info))
explosion_sound.play()
rock_set.discard(a_rock)
score += 1
my_ship.set_missile(mis_list)
for a_rock in list(rock_set):
if is_collide(my_ship,a_rock):
pos = a_rock.get_pos()
explosion_set.add(Sprite(pos, [0, 0], 0, 0, explosion_image, explosion_info))
explosion_sound.play()
lives -= 1
rock_set.discard(a_rock)
if lives == 0:
started = False
# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)
check_collide = is_collide
# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
rock_set = set()
#a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, 0.1, asteroid_image, asteroid_info)
#a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)
#a_explosion = Sprite([WIDTH / 3, HEIGHT / 3], [0, 0], 0, 0, explosion_image, explosion_info)
explosion_set = set()
# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_mouseclick_handler(click)
frame.set_keyup_handler(keyup)
timer = simplegui.create_timer(1000.0, rock_spawner)
# get things rolling
timer.start()
frame.start()
# soundtrack.rewind()
soundtrack.play()