# program template for Spaceship
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0.5
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("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")
# 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")
# 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 draw(self,canvas):
if self.thrust:
center = (self.image_center[0] + self.image_size[0], self.image_center[1])
canvas.draw_image(self.image, center, 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):
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
c = 0.05
self.vel[0] *= (1 - c)
self.vel[1] *= (1 - c)
forward = angle_to_vector(self.angle)
if self.thrust:
self.vel[0] += forward[0] * 1.2
self.vel[1] += forward[1] * 1.2
def change_angle_vel(self, ori, key_state):
if ((ori == "right" and key_state == "keyup") or
(ori == "left" and key_state == "keydown")):
self.angle_vel -= 0.1
elif ((ori == "right" and key_state == "keydown") or
(ori == "left" and key_state == "keyup")):
self.angle_vel += 0.1
def set_thruster(self,thruster_state):
self.thrust = thruster_state
if self.thrust:
ship_thrust_sound.rewind()
ship_thrust_sound.play()
else:
ship_thrust_sound.rewind()
def shoot(self):
global a_missile
offset = self.image_size[0] / 2.0
forward = angle_to_vector(self.angle)
pos = [self.pos[0] + offset * forward[0], self.pos[1] + offset * forward[1]]
vel = [self.vel[0] + 4 * forward[0], self.vel[1] +4 * forward[1]]
ang = 0
ang_vel = 0
a_missile = Sprite(pos, vel, ang,ang_vel,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 draw(self, canvas):
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
self.pos[0] = (self.pos[0]+self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1]+self.vel[1]) % HEIGHT
def draw(canvas):
global time
# 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))
# draw ship and sprites
my_ship.draw(canvas)
a_rock.draw(canvas)
a_missile.draw(canvas)
# update ship and sprites
my_ship.update()
a_rock.update()
a_missile.update()
# draw lives
canvas.draw_text("lives", [WIDTH / 12, HEIGHT / 12], 30, "White")
canvas.draw_text(str(lives), [WIDTH / 12, HEIGHT / 12 + 40], 30,"White")
# draw score
canvas.draw_text("Score", [10 * WIDTH / 12, HEIGHT/12], 30,"White")
canvas.draw_text(str(score), [10 * WIDTH / 12, HEIGHT/12 + 40],30,"White")
# timer handler that spawns a rock
def rock_spawner():
global a_rock
pos = [random.randint(0, WIDTH-1), random.randint(0,HEIGHT-1)]
vel = [random.randrange(1, 5, 1)*random.choice([-1,1]),random.randrange(1,5,1)*random.choice([-1,1])]
ang = 0
ang_vel = random.randrange(5,10,1)/100.0 *random.choice([-1,1])
a_rock = Sprite(pos,vel,ang,ang_vel,asteroid_image,asteroid_info)
def key_up(key):
if simplegui.KEY_MAP["left"] == key:
my_ship.change_angle_vel("left","keyup")
elif simplegui.KEY_MAP["right"] == key:
my_ship.change_angle_vel("right","keyup")
elif simplegui.KEY_MAP["up"] == key:
my_ship.set_thruster(False)
def key_down(key):
if simplegui.KEY_MAP["left"] == key:
my_ship.change_angle_vel("left","keydown")
elif simplegui.KEY_MAP["right"] == key:
my_ship.change_angle_vel("right","keydown")
elif simplegui.KEY_MAP["up"] == key:
my_ship.set_thruster(True)
elif simplegui.KEY_MAP["space"] == key:
my_ship.shoot()
# 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 / 3, HEIGHT / 3], [1, 1], 0, 0, asteroid_image, asteroid_info)
a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)
# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(key_down)
frame.set_keyup_handler(key_up)
timer = simplegui.create_timer(1000.0, rock_spawner)
# get things rolling
timer.start()
frame.start()
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0.5
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("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")
# 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")
# 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 draw(self,canvas):
if self.thrust:
center = (self.image_center[0] + self.image_size[0], self.image_center[1])
canvas.draw_image(self.image, center, 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):
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
c = 0.05
self.vel[0] *= (1 - c)
self.vel[1] *= (1 - c)
forward = angle_to_vector(self.angle)
if self.thrust:
self.vel[0] += forward[0] * 1.2
self.vel[1] += forward[1] * 1.2
def change_angle_vel(self, ori, key_state):
if ((ori == "right" and key_state == "keyup") or
(ori == "left" and key_state == "keydown")):
self.angle_vel -= 0.1
elif ((ori == "right" and key_state == "keydown") or
(ori == "left" and key_state == "keyup")):
self.angle_vel += 0.1
def set_thruster(self,thruster_state):
self.thrust = thruster_state
if self.thrust:
ship_thrust_sound.rewind()
ship_thrust_sound.play()
else:
ship_thrust_sound.rewind()
def shoot(self):
global a_missile
offset = self.image_size[0] / 2.0
forward = angle_to_vector(self.angle)
pos = [self.pos[0] + offset * forward[0], self.pos[1] + offset * forward[1]]
vel = [self.vel[0] + 4 * forward[0], self.vel[1] +4 * forward[1]]
ang = 0
ang_vel = 0
a_missile = Sprite(pos, vel, ang,ang_vel,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 draw(self, canvas):
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
self.pos[0] = (self.pos[0]+self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1]+self.vel[1]) % HEIGHT
def draw(canvas):
global time
# 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))
# draw ship and sprites
my_ship.draw(canvas)
a_rock.draw(canvas)
a_missile.draw(canvas)
# update ship and sprites
my_ship.update()
a_rock.update()
a_missile.update()
# draw lives
canvas.draw_text("lives", [WIDTH / 12, HEIGHT / 12], 30, "White")
canvas.draw_text(str(lives), [WIDTH / 12, HEIGHT / 12 + 40], 30,"White")
# draw score
canvas.draw_text("Score", [10 * WIDTH / 12, HEIGHT/12], 30,"White")
canvas.draw_text(str(score), [10 * WIDTH / 12, HEIGHT/12 + 40],30,"White")
# timer handler that spawns a rock
def rock_spawner():
global a_rock
pos = [random.randint(0, WIDTH-1), random.randint(0,HEIGHT-1)]
vel = [random.randrange(1, 5, 1)*random.choice([-1,1]),random.randrange(1,5,1)*random.choice([-1,1])]
ang = 0
ang_vel = random.randrange(5,10,1)/100.0 *random.choice([-1,1])
a_rock = Sprite(pos,vel,ang,ang_vel,asteroid_image,asteroid_info)
def key_up(key):
if simplegui.KEY_MAP["left"] == key:
my_ship.change_angle_vel("left","keyup")
elif simplegui.KEY_MAP["right"] == key:
my_ship.change_angle_vel("right","keyup")
elif simplegui.KEY_MAP["up"] == key:
my_ship.set_thruster(False)
def key_down(key):
if simplegui.KEY_MAP["left"] == key:
my_ship.change_angle_vel("left","keydown")
elif simplegui.KEY_MAP["right"] == key:
my_ship.change_angle_vel("right","keydown")
elif simplegui.KEY_MAP["up"] == key:
my_ship.set_thruster(True)
elif simplegui.KEY_MAP["space"] == key:
my_ship.shoot()
# 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 / 3, HEIGHT / 3], [1, 1], 0, 0, asteroid_image, asteroid_info)
a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)
# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(key_down)
frame.set_keyup_handler(key_up)
timer = simplegui.create_timer(1000.0, rock_spawner)
# get things rolling
timer.start()
frame.start()