Mini Project #7 - Spaceship

# 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()
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