# 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()) < (self.get_radius() + other_object.get_radius()) 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) < 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.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。