Mini-project description - RiceRocks (Asteroids)#
I used my project from the last week instead of the template.
If you know OOP concepts from other programming languages: The description suggests:
This requires you to implement methods
get_position()
andget_radius()
on both the Sprite and Ship classes.
In Python there is no need to introduce getter/setter methods. Just access the attributes directly, e.g., my_ship.pos
.
# program template for Spaceship
try:
import simplegui
except ModuleNotFoundError:
# NOTE sound does not work in both libraries
# import simplequi as simplegui
import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
ANGLE_VEL = 0.1
FRICTION_FACTOR = 0.01
THRUST_ACCEL = 0.1
SHIP_SIZE = (90, 90)
SHIP_THRUST_OFF_TILE_POS = (45, 45)
SHIP_THRUST_ON_TILE_POS = (45 + SHIP_SIZE[0], 45)
MISSILE_VEL = 5
# score and lives
SCORE_POS = (10, 30)
FONT_SIZE = 26
FONT_COLOR = 'yellow'
FONT_FACE = 'monospace'
LIVES_POS = (SCORE_POS[0], SCORE_POS[1] + FONT_SIZE)
MAX_ROCK_COUNT = 12
ROCK_MIN_DIST_TO_SHIP = 30
score = 0
lives = 3
time = 0
started = 0
rock_group = set()
missile_group = set()
explosion_group = set()
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
ASSETS_URL = \
'http://commondatastorage.googleapis.com/codeskulptor-assets'
debris_info = ImageInfo([320, 240], [640, 480])
debris_image = simplegui.load_image(ASSETS_URL+"/lathrop/debris2_blue.png")
# nebula images - nebula_brown.png, nebula_blue.png
nebula_info = ImageInfo([400, 300], [800, 600])
nebula_image = simplegui.load_image(
ASSETS_URL+"/lathrop/nebula_blue.f2014.png")
# splash image
splash_info = ImageInfo([200, 150], [400, 300])
splash_image = simplegui.load_image(ASSETS_URL+"/lathrop/splash.png")
# ship image (contains also the thrusted ship)
ship_info = ImageInfo(SHIP_THRUST_OFF_TILE_POS, [90, 90], 35)
ship_image = simplegui.load_image(ASSETS_URL+"/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(ASSETS_URL+"/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(ASSETS_URL+"/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(
ASSETS_URL+"/lathrop/explosion_alpha.png")
# sound assets purchased from sounddogs.com, please do not redistribute
soundtrack = simplegui.load_sound(ASSETS_URL+"/sounddogs/soundtrack.mp3")
missile_sound = simplegui.load_sound(ASSETS_URL+"/sounddogs/missile.mp3")
missile_sound.set_volume(.5)
ship_thrust_sound = simplegui.load_sound(ASSETS_URL+"/sounddogs/thrust.mp3")
explosion_sound = simplegui.load_sound(ASSETS_URL+"/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)
def process_sprite_group(sprites, canvas):
# rock_group and missile_group may be modified by the timers and keyboard
# events. Create a copy to avoid this.
# This will happen especially if you allow much more than 12 rocks.
for rock in rock_group.copy():
rock.draw(canvas)
if not rock.update():
rock_group.remove(rock)
for missile in missile_group.copy():
missile.draw(canvas)
if not missile.update():
missile_group.remove(missile)
for explosion in explosion_group.copy():
explosion.draw(canvas)
if not explosion.update():
explosion_group.remove(explosion)
def group_collide(group, other_object):
# note that other_object is not removed.
for obj in group.copy(): # or set(group)
if obj.collide(other_object):
group.remove(obj)
explosion = Sprite(
obj.pos,
[0, 0], 0, 0,
explosion_image, explosion_info, explosion_sound)
explosion_group.add(explosion)
return True
return False
def group_group_collide(group, other_group):
collide_count = 0
for obj in group.copy():
if group_collide(other_group, obj):
collide_count += 1
# use `discard()` instead of remove, because a single object could
# collide with multiple times with objects from `other_group`.
# `remove(obj)` will error out if `obj` does not exist.
group.discard(obj)
return collide_count
# 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: simplegui.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
forward_unit_vector = angle_to_vector(self.angle)
for dimension in 0, 1:
# velocity = (1-FRICTION_FACTOR) + thrust
# (1)
# apply friction acceleration
self.vel[dimension] *= (1 - FRICTION_FACTOR)
# (2)
# apply thrust acceleration
if self.thrust:
# calculate x or y component of the thrust vector
accel = forward_unit_vector[dimension] * THRUST_ACCEL
else:
accel = 0
self.vel[dimension] += accel
self.pos[dimension] += self.vel[dimension]
# wraparound
self.pos[0] %= WIDTH
self.pos[1] %= HEIGHT
if self.thrust:
self.image_center = SHIP_THRUST_ON_TILE_POS
ship_thrust_sound.play()
else:
self.image_center = SHIP_THRUST_OFF_TILE_POS
ship_thrust_sound.rewind()
def shoot(self):
global a_missile
# the tip should be on the circle defined by the radius. Its x
# component is defined by cos(angle) and y component by sin(angle)
# forward unit vector
forward_unit_vec = angle_to_vector(self.angle)
tip_position_relative = [0, 0]
tip_position = [0, 0]
missile_vel = [0, 0]
for dimension in 0, 1:
tip_position_relative[dimension] = \
forward_unit_vec[dimension] * self.radius
tip_position[dimension] = \
self.pos[dimension] + tip_position_relative[dimension]
missile_vel[dimension] = \
self.vel[dimension] + \
forward_unit_vec[dimension] * MISSILE_VEL
missile = Sprite(
tip_position,
missile_vel, 0, 0,
missile_image, missile_info, missile_sound)
missile_group.add(missile)
# introduce extra methods for rotating the ship.
# One of the goals of OOP is to forbid unwanted changes to the class
# object. We probably do not want to allow the change of the `angle_vel` by
# different values other than `ANGLE_VEL`. So introducing methods for this
# purpose than modifying the `angle_vel` using `self.angle_vel = ANGLE_VEL`
# outside the class object.
def rotate_right(self):
self.angle_vel = ANGLE_VEL
def rotate_left(self):
self.angle_vel -= 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 draw(self, canvas: simplegui.Canvas):
if self.animated:
current_tile_id = self.age % 24
current_tile_pos = (
self.image_center[0] + current_tile_id * self.image_size[0],
self.image_center[1])
canvas.draw_image(
self.image,
current_tile_pos, 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
for dimension in 0, 1:
self.pos[dimension] += self.vel[dimension]
# wraparound
self.pos[0] %= WIDTH
self.pos[1] %= HEIGHT
self.age += 1
if self.age <= self.lifespan:
return True
else:
return False
def distance(self, other_object):
return dist(self.pos, other_object.pos)
def collide(self, other_object):
if self.radius + other_object.radius \
>= self.distance(other_object):
return True
else:
return False
# mouseclick handlers that reset UI and conditions whether splash image is
# drawn
def click(pos):
global started
center = [WIDTH / 2, HEIGHT / 2]
size = splash_info.get_size()
inwidth = (center[0] - size[0] / 2) < pos[0] < (center[0] + size[0] / 2)
inheight = (center[1] - size[1] / 2) < pos[1] < (center[1] + size[1] / 2)
if (not started) and inwidth and inheight:
started = True
soundtrack.play()
def draw(canvas: simplegui.Canvas):
global time, lives, score, started
# animate 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))
# dashboard
for title, value, pos in (
('Score', score, SCORE_POS),
('Lives', lives, LIVES_POS)):
canvas.draw_text(
str(f'{title}: {value:2}'),
pos,
FONT_SIZE,
FONT_COLOR,
FONT_FACE)
# draw ship and sprites
my_ship.draw(canvas)
my_ship.update()
process_sprite_group(missile_group, canvas)
process_sprite_group(rock_group, canvas)
if group_collide(rock_group, my_ship):
lives -= 1
score += group_group_collide(missile_group, rock_group)
if lives == 0:
lives = 3
score = 0
started = False
rock_group.clear()
soundtrack.rewind()
# 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())
def keydown(key):
if key == simplegui.KEY_MAP['right']:
my_ship.rotate_right()
elif key == simplegui.KEY_MAP['left']:
my_ship.rotate_left()
elif key == simplegui.KEY_MAP['up']:
my_ship.thrust = True
elif key == simplegui.KEY_MAP['space']:
my_ship.shoot()
def keyup(key):
if key == simplegui.KEY_MAP['right'] or key == simplegui.KEY_MAP['left']:
my_ship.angle_vel = 0
elif key == simplegui.KEY_MAP['up']:
my_ship.thrust = False
def create_rock_at_random_pos():
random_angle_vel = random.choice([1, -1]) * ANGLE_VEL
return Sprite(
[random.random() * WIDTH, random.random() * HEIGHT],
[random.random(), random.random()],
0,
random_angle_vel, asteroid_image, asteroid_info)
# timer handler that spawns a rock
def rock_spawner():
if len(rock_group) >= MAX_ROCK_COUNT or not started:
return
# make sure the rocks are spawned not too close
rock = create_rock_at_random_pos()
while rock.distance(my_ship) < ROCK_MIN_DIST_TO_SHIP:
rock = create_rock_at_random_pos()
rock_group.add(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)
# 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
timer.start()
frame.start()