spaceship game in python

这里写图片描述
要求ship可以发出子弹,星星随机出现在屏幕上并且旋转。本个项目不考虑ship与星星的碰撞问题。
实现这个程序需要定义三个类
1,全体的图片声音的信息(包括背景图片尺寸位置,声音等)称之为ImageInfo
2,ship类(定义ship 的速度,角度,加速度,图片的显示等,射出子弹的信息)
3, Sprite类(定义了sprite 的速度角度/lisfespan,同时还需要定义draw和update函数)
还需要注意的是,还需要定义rock_spawn和key_handler函数
具体的程序如下

#Spaceship game
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")
ship_thrust_sound = simplegui.load_sound("https://dl.dropbox.com/s/im95kuxsh30mjif/thrust.ogg?dl=1")
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.thrusted = False
        self.angle = angle
        self.angle_vel = 0
        self.image = image
        self.info = info
        self.image_center = info.get_center()
        self.image_size = info.get_size()
        self.radius = info.get_radius()

    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.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.angle += self.angle_vel
        self.vel[0] *= 0.995
        self.vel[1] *= 0.995
        if self.thrusted:
            self.vel[0] += 1.0/20 * angle_to_vector(self.angle)[0]
            self.vel[1] += 1.0/20 * angle_to_vector(self.angle)[1]
            self.image_center = [135, 45]
        else:
            self.image_center = [45, 45]
        if self.pos[0]<0:
            self.pos[0] += 800
        elif self.pos[0]>800:
            self.pos[0] -= 800
        elif self.pos[1]<0:
            self.pos[1] += 600
        elif self.pos[1]>600:
            self.pos[1] -= 600
        else:
            pass

    def thrust(self):
        pass

    def shoot(self):
        a_missile.pos[0] = self.pos[0] + self.radius * angle_to_vector(self.angle)[0]
        a_missile.pos[1] = self.pos[1] + self.radius * angle_to_vector(self.angle)[1]
        a_missile.vel[0] = self.vel[0] + 2 * angle_to_vector(self.angle)[0]
        a_missile.vel[1] = self.vel[1] + 2 * angle_to_vector(self.angle)[1]



# 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.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.angle += self.angle_vel       
        if self.pos[0]<0:
            self.pos[0] += 800
        elif self.pos[0]>800:
            self.pos[0] -= 800
        elif self.pos[1]<0:
            self.pos[1] += 600
        elif self.pos[1]>600:
            self.pos[1] -= 600
        else:
            pass

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()

    canvas.draw_text("LIVES: " + str(lives), [50, 50], 30, "White")
    canvas.draw_text("SCORES: " + str(score), [600, 50], 30, "White")

# timer handler that spawns a rock    
def rock_spawner():
    global a_rock
    s_pos = [random.randrange(0, 800), random.randrange(0, 600)]
    s_vel = [float(random.randrange(-50, 50))/100, float(random.randrange(-50, 50))/100]
    s_angle =0
    s_angle_vel = float(random.randrange(3, 10))/100
    a_rock = Sprite(s_pos, s_vel, s_angle, s_angle_vel, asteroid_image, asteroid_info)

def key_handler_down(key):
    if key == simplegui.KEY_MAP["left"]:
        my_ship.angle_vel = -0.07
    elif key == simplegui.KEY_MAP["right"]:
        my_ship.angle_vel = 0.07
    elif key == simplegui.KEY_MAP["up"]:
        my_ship.thrusted = True
        ship_thrust_sound.play()
    elif key == simplegui.KEY_MAP["space"]:
        my_ship.shoot()
        missile_sound.play()


def key_handler_up(key):
    if key == simplegui.KEY_MAP["left"]:
        my_ship.angle_vel = 0
    elif key == simplegui.KEY_MAP["right"]:
        my_ship.angle_vel = 0
    elif key == simplegui.KEY_MAP["up"]:
        my_ship.thrusted = False
        ship_thrust_sound.rewind()

# 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_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, None)
rock_spawner()

# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(key_handler_down)
frame.set_keyup_handler(key_handler_up)

timer = simplegui.create_timer(1000.0, rock_spawner)

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

# Thanks for your review and comments~!
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