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'''
####################################
# Robert Hood #
# An Introduction to Interactive #
# Programming in Python #
# #
# Programmign Project #
# RiceRocks #
# #
####################################
Mini-project description - RiceRocks (Asteroids)
For our last mini-project, we will complete the implementation of RiceRocks,
an updated version of Asteroids, that we began last week. You may start with
either your code or the program template which includes a full implementation
of Spaceship and will be released immediately after the deadline for the Spaceship
mini-project (by making the preceding link live). If you start with your own code,
you should add the splash screen image that you dismiss with a mouse click before
starting this mini-project. We strongly recommend using Chrome for this mini-project
since Chrome's superior performance will become apparent when your program
attempts to draw dozens of sprites.
____________________________________
Please note I am siteing the following sources for inspiration for my original Code
This Course and it's great professors:
http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-00sc-introduction-to-computer-science-and-programming-spring-2011/index.htm
http://learnpythonthehardway.org/book/
http://www.diveintopython.net/toc/index.html
http://python.net/~goodger/projects/pycon/2007/idiomatic/handout.html
https://en.wikibooks.org/wiki/Python_Programming
____________________________________
For Ease of Creation I'm Useing the 7 Parts of Programming Structure (Modified to 8)
0. Import Python Modules
1. Globals (states) and Artwork
2. Helper Functions
3. Classes
4. Define Event Handlers
5. Create a Frame (and initialize sprites)
6. register Event Handlers
7. start frame and timers
Code Start
____________________________________
'''
# 0. Import Python Modules
import simplegui
import math
import random
# 1. Globals (states) and Artwork
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0
GameStarted = False
Rocks = 12
StartingLives = 3
MaxRocks = 12
RockVelocityFactorIncrease = 0.05
AngularVelocity = 0.1
ShipThrustVelocity = 0.2
FrictionFactor = 0.99
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_info = ImageInfo([320, 240], [640, 480])
debris_image = simplegui.load_image("https://www.dropbox.com/s/m6pu5ofdek3az9q/debris2_blue.png?dl=1")
nebula_info = ImageInfo([400, 300], [800, 600])
nebula_image = simplegui.load_image("https://www.dropbox.com/s/edqz8u17ycw89ea/nebula_blue.f2014.png?dl=1")
splash_info = ImageInfo([200, 150], [400, 300])
splash_image = simplegui.load_image("https://www.dropbox.com/s/5bltmhnvl7jfms3/splash.png?dl=1")
ship_info = ImageInfo([45, 45], [90, 90], 35)
ship_image = simplegui.load_image("https://www.dropbox.com/s/0l8oelrvwzr5n2d/double_ship.png?dl=1")
missile_info = ImageInfo([5,5], [10, 10], 3, 50)
missile_image = simplegui.load_image("https://www.dropbox.com/s/s9ivkvuw7bpiwu1/shot2.png?dl=1")
asteroid_info = ImageInfo([45, 45], [90, 90], 40)
asteroid_image = simplegui.load_image("https://www.dropbox.com/s/ow9hc264qdel9hn/asteroid_blue.png?dl=1")
explosion_info = ImageInfo([64, 64], [128, 128], 17, 24, True)
explosion_image = simplegui.load_image("https://www.dropbox.com/s/ypg8qeelne1lryt/explosion_alpha.png?dl=1")
# soundtrack courtesty of by Eric Matyas@soundimage.org, used with permission
soundtrack = simplegui.load_sound("https://dl.dropbox.com/s/1k6gdv3rz4am5si/Dystopic-Dreamscape.mp3")
# Missle sound courtesy of Freesfx.co.uk used with permission
missile_sound = simplegui.load_sound("https://dl.dropbox.com/s/ff25a8n4rmfaths/science_fiction_laser_005.mp3")
missile_sound.set_volume(.5)
# Thrust assest purchased from sounddogs.com, please do not redistribute
ship_thrust_sound = simplegui.load_sound("https://dl.dropbox.com/s/poc3sffxdtc39xs/thrust.mp3")
# Explosion courtesy of Mike Koenig @ Sound-Bible used with permission
explosion_sound = simplegui.load_sound("https://dl.dropbox.com/s/2yn6813li8dncop/Grenade_Explosion-SoundBible.com-2100581469.mp3")
explosion_sound.set_volume(.3)
# 2. Helper Functions
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)
# 3. Classes
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):
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):
# update angle
self.angle += self.angle_vel
# update position
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
# update velocity
if self.thrust:
acc = angle_to_vector(self.angle)
self.vel[0] += acc[0] * ShipThrustVelocity
self.vel[1] += acc[1] * ShipThrustVelocity
self.vel[0] *= FrictionFactor
self.vel[1] *= FrictionFactor
def set_thrust(self, on):
self.thrust = on
if on:
ship_thrust_sound.rewind()
ship_thrust_sound.play()
else:
ship_thrust_sound.pause()
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def increment_angle_vel(self):
self.angle_vel += AngularVelocity
def decrement_angle_vel(self):
self.angle_vel -= AngularVelocity
def shoot(self):
forward = angle_to_vector(self.angle)
missile_pos = [self.pos[0]
+ self.radius
* forward[0], self.pos[1]
+ self.radius
* forward[1]]
missile_vel = [self.vel[0]
+ 6 * forward[0], self.vel[1]
+ 6 * forward[1]]
a_missile = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound)
MissleGroup.add(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)
if self.animated:
self.image_center = [64 + 128 * self.age, 64]
canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
def update(self):
# update angle
self.angle += self.angle_vel
# update position
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
# update age
self.age += 1
if self.age >= self.lifespan:
return True
else:
return False
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def collide(self, other_object):
if (dist(self.get_position(), other_object.get_position()) < (self.get_radius() + other_object.get_radius())):
return True
else:
return False
#4. Define Event Handlers
# key handlers to control ship
def keydown(key):
if key == simplegui.KEY_MAP['left']:
PlayerShip.decrement_angle_vel()
elif key == simplegui.KEY_MAP['right']:
PlayerShip.increment_angle_vel()
elif key == simplegui.KEY_MAP['up']:
PlayerShip.set_thrust(True)
elif key == simplegui.KEY_MAP['space']:
PlayerShip.shoot()
def keyup(key):
if key == simplegui.KEY_MAP['left']:
PlayerShip.increment_angle_vel()
elif key == simplegui.KEY_MAP['right']:
PlayerShip.decrement_angle_vel()
elif key == simplegui.KEY_MAP['up']:
PlayerShip.set_thrust(False)
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
global GameStarted, Rocks, lives, score
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 GameStarted) and inwidth and inheight:
GameStarted = True
Rocks = MaxRocks
lives = StartingLives
score = 0
soundtrack.rewind()
soundtrack.play()
def draw(canvas):
global time, GameStarted, lives, score, Rocks, RockGroup
# 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 UI
canvas.draw_text("Lives: " + str(lives), (WIDTH * 0.10, HEIGHT * 0.05), 20, 'Lime', 'monospace')
canvas.draw_text("Score: " + str(score), (WIDTH * 0.75, HEIGHT * 0.05), 20, 'Lime', 'monospace')
# draw ship and sprites
PlayerShip.draw(canvas)
process_sprite_group(RockGroup, canvas)
process_sprite_group(MissleGroup, canvas)
process_sprite_group(ExplosionGroup, canvas)
# update ship and sprites
PlayerShip.update()
# determine collisions
if group_collide(RockGroup, PlayerShip):
lives -= 1
if lives <= 0:
GameStarted = False
score += group_group_collide(MissleGroup, RockGroup)
# draw splash screen if not GameStarted
if not GameStarted:
canvas.draw_image(splash_image, splash_info.get_center(), splash_info.get_size(), [WIDTH / 2, HEIGHT / 2], splash_info.get_size())
Rocks = 0
RockGroup = set()
soundtrack.pause()
# timer handler that spawns a rock
def rock_spawner():
if len(RockGroup) < Rocks:
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
#rock_vel = [random.random() * .6 - .3, random.random() * .6 - .3]
rock_vel = [random.random() * (.6 + RockVelocityFactorIncrease * score) - (.3 + RockVelocityFactorIncrease * score), random.random() * (.6 + RockVelocityFactorIncrease * score) - (.3 + RockVelocityFactorIncrease * score)]
rock_avel = random.random() * .2 - .1
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
if a_rock.collide(PlayerShip):
rock_spawner()
else:
RockGroup.add(a_rock)
# take a set and a canvas and call the update and draw methods for each sprite in the group
def process_sprite_group(sprite_group, canvas):
for sprite in set(sprite_group):
sprite.draw(canvas)
if sprite.update():
sprite_group.remove(sprite)
# take a set group and an a sprite other_object and check for collisions between other_object and elements of the group
def group_collide(group, other_object):
for sprite in set(group):
if sprite.collide(other_object):
an_explosion = Sprite(sprite.get_position(), [0, 0], 0, 0, explosion_image, explosion_info, explosion_sound)
ExplosionGroup.add(an_explosion)
group.remove(sprite)
return True
return False
# return the number of elements in the first group that collide with the second group as well as delete these elements in the first group
def group_group_collide(first_group, second_group):
collide_count = 0
for element in set(first_group):
if group_collide(second_group, element):
collide_count += 1
first_group.discard(element)
return collide_count
# 5. Create a Frame (and initialize sprites)
frame = simplegui.create_frame("RiceRocks", WIDTH, HEIGHT)
PlayerShip = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
RockGroup = set()
MissleGroup = set()
ExplosionGroup = set()
# 6. register Event Handler(s)
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
frame.set_mouseclick_handler(click)
frame.set_draw_handler(draw)
timer = simplegui.create_timer(1000.0, rock_spawner)
# 7. start frame and timer(s)
timer.start()
frame.start()