# RiceRocks
# by Sean
import simplegui
import math
import random
# globals for user interface
width = 800
height = 600
score = 0
lives = 3
time = 0
started = False
# globals for explosion
explosion_group = set([])
# constants
ACCELERATION = .1
COF = 0.03
ANGLE_VEL = 0.05
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.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")
# 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)
def process_sprite_group(sprite_set, canvas):
# this function is going to draw each of the sprite on the canvas
alive = True
for sprite in list(sprite_set):
sprite.draw(canvas)
alive = sprite.update()
if not alive:
sprite_set.remove(sprite)
def group_collide(sprite_set, other_object):
global explosion_group
counter = 0
for sprite in list(sprite_set):
if sprite.collide(other_object):
explosion_group.add(Sprite(sprite.get_position(), [0, 0], 0, 0, explosion_image, explosion_info, explosion_sound))
sprite_set.remove(sprite)
counter += 1
return counter
def group_group_collide(sprite_set1, sprite_set2):
counter = 0
for sprite in list(sprite_set1):
# check if the missile collides with the any of the rocks
if group_collide(sprite_set2, sprite):
sprite_set1.remove(sprite)
counter += 1
return counter
# 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 get_position(self):
return self.pos
def get_radius(self):
return self.radius
def set_thrust(self, on):
self.thrust = on
if on:
ship_thrust_sound.rewind()
ship_thrust_sound.play()
else:
ship_thrust_sound.pause()
def increment_angle_vel(self):
self.angle_vel += .05
def decrement_angle_vel(self):
self.angle_vel -= .05
def shoot(self):
global missile_group
forward = angle_to_vector(my_ship.angle)
missile_vel = 5
a_missile = Sprite([self.pos[0] + (self.image_size[0] / 2) * forward[0], self.pos[1] + (self.image_size[0] / 2) * forward[1]],\
[self.vel[0] + missile_vel * forward[0], self.vel[1] + missile_vel * forward[1]], 0, 0, missile_image, missile_info, missile_sound)
missile_group.add(a_missile)
def draw(self,canvas):
if self.thrust:
canvas.draw_image(self.image, [self.image_center[0] + self.image_size[0], self.image_center[1]],
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):
# position update
self.pos[0] = (self.pos[0] + self.vel[0]) % width
self.pos[1] = (self.pos[1] + self.vel[1]) % height
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
# friction update
self.vel[0] *= (1 - COF)
self.vel[1] *= (1 - COF)
# accelerate
if self.thrust:
forward = angle_to_vector(my_ship.angle)
self.vel[0] += forward[0] * ACCELERATION
self.vel[1] += forward[1] * ACCELERATION
# angle update
self.angle += self.angle_vel
# 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 get_position(self):
return self.pos
def get_radius(self):
return self.radius
def collide(self, other_object):
return dist(self.get_position(), other_object.get_position())
def draw(self, canvas):
if not self.animated:
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
else:
index = self.age % 24
current_center = [self.image_center[0] + index * self.image_size[0], self.image_center[1]]
canvas.draw_image(self.image, current_center, self.image_size, self.pos, self.image_size, self.angle)
def update(self):
# update position
self.pos[0] = (self.pos[0] + self.vel[0]) % width
self.pos[1] = (self.pos[1] + self.vel[1]) % height
self.pos[0] += self.vel[0]
self.pos[1] += self.vel[1]
self.angle += self.angle_vel
# aging
self.age += 1
if self.age <= self.lifespan:
return True
else:
return False
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
global started, score, lives
center = [width / 2, height / 2]
size = splash_info.get_size()
inwidth = (center[0] - size[0] / 2)
inheight = (center[1] - size[1] / 2)
if (not started) and inwidth and inheight:
started = True
soundtrack.rewind()
soundtrack.play()
lives = 3
score = 0
timer.start()
# event handlers
def draw(canvas):
global time, started, lives, score, rock_group
# animiate background
time += 1
center = debris_info.get_center()
size = debris_info.get_size()
wtime = (time / 8) % center[0]
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[0] - wtime, center[1]], [size[0] - 2 * wtime, size[1]],
[width / 2 + 1.25 * wtime, height / 2], [width - 2.5 * wtime, height])
canvas.draw_image(debris_image, [size[0] - wtime, center[1]], [2 * wtime, size[1]],
[1.25 * wtime, height / 2], [2.5 * wtime, height])
# draw ship and sprites
my_ship.draw(canvas)
# process group of rocks and missiles
process_sprite_group(rock_group, canvas)
process_sprite_group(missile_group, canvas)
process_sprite_group(explosion_group, canvas)
# update ship and sprites
my_ship.update()
# detect collisions
if group_collide(rock_group, my_ship):
lives -= 1
score += (group_group_collide(missile_group, rock_group)) * 10
# draw UI
canvas.draw_text("Lives", [50, 50], 20, "white")
canvas.draw_text(str(lives), [50, 75], 20, "white")
canvas.draw_text("Score", [700, 50], 20, "white")
canvas.draw_text(str(score), [700, 75], 20, "white")
# 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())
# game over
if not lives:
started = False
rock_group = set([])
timer.stop()
soundtrack.pause()
def keydown(key):
if key == simplegui.KEY_MAP['left']:
my_ship.decrement_angle_vel()
elif key == simplegui.KEY_MAP['right']:
my_ship.increment_angle_vel()
elif key == simplegui.KEY_MAP['up']:
my_ship.set_thrust(True)
elif key == simplegui.KEY_MAP['space']:
my_ship.shoot()
def keyup(key):
if key == simplegui.KEY_MAP['left']:
my_ship.increment_angle_vel()
elif key == simplegui.KEY_MAP['right']:
my_ship.decrement_angle_vel()
elif key == simplegui.KEY_MAP['up']:
my_ship.set_thrust(False)
# timer handler that spawns a rock
def rock_spawner():
global rock_group
if len(rock_group) <= 12:
ship_pos = my_ship.get_position()
ship_radius = my_ship.get_radius()
# rock_radiu = 40, make the rock not hit the ship as soon as it has been spawned
rock_pos_x = random.randrange((width - (ship_pos[0] + ship_radius + 40)) // -1, (ship_pos[0] - (ship_radius + 40)) // 1)
rock_pos_y = random.randrange((height - (ship_pos[1] + ship_radius + 40)) // -1, (ship_pos[1] - (ship_radius + 40)) // 1)
rock_pos = [rock_pos_x, rock_pos_y]
rock_vel = [random.random() * (.6 + (score // 100) * .2) - .3 - (score // 100) * .1, random.random() * (.6 + (score // 100) * .2) - .3 - (score // 100) * .1]
rock_avel = random.random() * .2 - .1
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
rock_group.add(a_rock)
# 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)
rock_group = set([])
missile_group = set([])
# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.set_mouseclick_handler(click)
timer = simplegui.create_timer(1000.0, rock_spawner)
# get things rolling
frame.start()
这应该是我的最终版本了,没有需要修改太多的地方。这个可能是最接近Scott他们的版本了吧,没有做其它的一些改变。