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~!