最后一个作业了 还记着当时大概做了一周才做完。
效果图:
图片一直上传失败,下次补图。
图来了。
import simplegui
import random
import math
# 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]) #残骸
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]) #星云
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_info = ImageInfo([135, 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)
# 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):
ship_center = ship_info.get_center()
ship_size = ship_info.get_size()
if self.thrust:
ship_thrust_sound.play()
canvas.draw_image(ship_image, [ship_center[0] + ship_size[0], ship_center[1]], ship_size, self.pos, self.image_size, self.angle)
else:
ship_thrust_sound.rewind()
canvas.draw_image(ship_image, ship_info.get_center(), ship_info.get_size(), self.pos, self.image_size, self.angle)
def update(self):
# Angle update
self.angle += self.angle_vel
# Postition update
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
# Friction update
friction = 0.01
self.vel = map(lambda x: x * (1 - friction), self.vel)
# Thrust update
if self.thrust:
thrust = 0.1
forward = angle_to_vector(self.angle)
self.vel[0] += forward[0] * thrust
self.vel[1] += forward[1] * thrust
def set_angle_vel(self, value): #设定角速度
self.angle_vel = value
def set_thrust(self, value): #设定thrust的值
self.thrust = value
def shoot(self):
global missiles
# cannan position
forward = angle_to_vector(self.angle)
missile_pos = map(lambda x, y: x + self.radius * y, self.pos, forward)
missile_vel = map(lambda x, y: x + self.radius * .1 * y ,self.vel,forward)
a_missile = Sprite(missile_pos, missile_vel, 0, 0, missile_image, missile_info, missile_sound)
missiles.append(a_missile)
# 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.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
self.angle += self.angle_vel
# update lifespan
self.lifespan -= 1
def draw(canvas):
global time, missiles
# 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)
for a_rock in rocks:
a_rock.draw(canvas)
for a_missile in missiles:
a_missile.draw(canvas)
# update ship and sprites
my_ship.update()
for a_rock in rocks:
a_rock.update()
for a_missile in missiles:
a_missile.update()
if a_missile.lifespan == 0:
missiles.remove(a_missile)
# draw score and life
ship_life_size = map(lambda x: x / 3, ship_info.get_size())
for dummy_idx in range(lives):
ship_life_pos = [WIDTH / 20 + dummy_idx * ship_life_size[0], HEIGHT / 20]
canvas.draw_image(ship_image, ship_info.get_center(), ship_info.get_size(),
ship_life_pos, ship_life_size, math.pi * 1.5)
#canvas.draw_text("Lives", [WIDTH / 20, HEIGHT / 20], HEIGHT / 25, "White")
#canvas.draw_text(str(lives), [WIDTH / 20, HEIGHT / 10], HEIGHT / 25, "White")
canvas.draw_text("Score", [WIDTH * 0.85, HEIGHT / 20], HEIGHT / 25, "White")
canvas.draw_text(str(score), [WIDTH * 0.85, HEIGHT / 10], HEIGHT / 25, "White")
# timer handler that spawns a rock
def rock_spawner():
global a_rock
# rock position
a_rock_pos = [WIDTH * random.random(), HEIGHT * random.random()]
# rock velocity
magnitude = random.random() * .3 + .2
angle = random.random() * (math.pi * 2)
a_rock_vel = [magnitude * math.cos(angle), magnitude * math.sin(angle)]
# rock angle velocity
a_rock_angle_vel = random.randrange(50, 100) * random.choice([-1, 1]) * .0001
a_rock = Sprite(a_rock_pos, a_rock_vel, 0, a_rock_angle_vel, asteroid_image, asteroid_info)
if len(rocks) < 10:
rocks.append(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)
#a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, 0, asteroid_image, asteroid_info)
rocks = []
missiles = []
# handlers definition
downs = {"up": [my_ship.set_thrust, True],
"space": [my_ship.shoot],
"left": [my_ship.set_angle_vel, -0.02],
"right": [my_ship.set_angle_vel, 0.02]}
def keydown(key):
"""
keyboard control functions:
"""
for i in downs:
if key == simplegui.KEY_MAP[i]:
if len(downs[i]) > 1:
downs[i][0](downs[i][1])
#print "kong",downs[i][1]
else:
downs[i][0]()
#print "de",downs[i][0]
ups = {"up": [my_ship.set_thrust, False],
"left": [my_ship.set_angle_vel, 0],
"right": [my_ship.set_angle_vel, 0]}
def keyup(key):
for i in ups:
if key == simplegui.KEY_MAP[i]:
ups[i][0](ups[i][1])
# register handlers
frame.set_draw_handler(draw)
timer = simplegui.create_timer(1000.0, rock_spawner)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
# get things rolling
timer.start()
frame.start()