In our last two mini-projects, we will build a 2D space game RiceRocks that is inspired by the classic arcade game Asteroids (1979). Asteroids is a relatively simple game by today's standards, but was still immensely popular during its time. (Joe spent countless quarters playing it.) In the game, the player controls a spaceship via four buttons: two buttons that rotate the spaceship clockwise or counterclockwise (independent of its current velocity), a thrust button that accelerates the ship in its forward direction and a fire button that shoots missiles. Large asteroids spawn randomly on the screen with random velocities. The player's goal is to destroy these asteroids before they strike the player's ship. In the arcade version, a large rock hit by a missile split into several fast moving small asteroids that themselves must be destroyed. Occasionally, a flying saucer also crosses the screen and attempts to destroy the player's spaceship. Searching for "asteroids arcade" yields links to multiple versions of Asteroids that are available on the web (including an updated version by Atari, the original creator of Asteroids).
mp3
format which is supported by Chrome (but not by Firefox on some systems). (
ogg
versions are also available.)
We highly recommend using Chrome for the last two weeks of the class.
We have found that Chrome typically has better performance on games with more substantial drawing requirements and standardization on a common browser will make peer assessing projects more reliable.
Phase one - Spaceship
In this phase, you will implement the control scheme for the spaceship.This includes a complete Spaceship class and the appropriate keyboard handlers to control the spaceship. Your spaceship should behave as follows:
angle_to_vector
. You will need to experiment with scaling each component of this acceleration vector to generate a reasonable acceleration.angle_to_vector
to compute the forward vector pointing in the direction the ship is facing based on the ship's angle.Phase two - Rocks
To implement rocks, we will use the provided Sprite class. Note that the update method for the sprite will be very similar to the update method for the ship. The primary difference is that the ship's velocity and rotation are controlled by keys, whereas sprites have these set randomly when they are created. Rocks should screen wrap in the same manner as the ship.
In the template, the global variable a_rock
is created at the start with zero velocity. Instead, we want to create version of a_rock
once every second in the timer handler. Next week, we will add multiple rocks. This week, the ship will not die if it hits a rock. We'll add that next week. To implement rocks, we suggest the following:
a_rock
different starting parameters and ensuring it behaves as you expect.rock_spawner
. In particular, set a_rock
to be a new rock on every tick. (Don't forget to declare a_rock
as a global in the timer handler.) Choose a velocity, position, and angular velocity randomly for the rock. You will want to tweak the ranges of these random numbers, as that will affect how fun the game is to play. Make sure you generated rocks that spin in both directions and, likewise, move in all directions.To implement missiles, we will use the same sprite class as for rocks. Missiles will always have a zero angular velocity. They will also have a lifespan (they should disappear after a certain amount of time or you will eventually have missiles all over the place), but we will ignore that this week. Also, for now, we will only allow a single missile and it will not yet blow up rocks. We'll add more next week.
Your missile should be created when you press the spacebar, not on a timer like rocks. They should screen wrap just as the ship and rocks do. Otherwise, the process is very similar:
shoot
method to your ship class. This should spawn a new missile (for now just replace the old missile in a_missile
). The missile's initial position should be the tip of your ship's "cannon". Its velocity should be the sum of the ship's velocity and a multiple of the ship's forward vector.Our user interface for RiceRocks simply shows the number of lives remaining and the score. This week neither of those elements ever change, but they will next week. Add code to the draw event handler to draw these on the canvas. Use the lives
and score
global variables as the current lives remaining and score.
代码链接:点击打开链接
代码如下:
# program template for Spaceship import simplegui import math import random # 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]) 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.ogg") missile_sound.set_volume(.5) ship_thrust_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/thrust.ogg") 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): if self.thrust: self.image_center[0]=135 else: self.image_center[0]=45 canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size,self.angle) def update(self): self.vel[0]*=0.98 self.vel[1]*=0.98 self.pos[0]+=self.vel[0] self.pos[0]%=WIDTH self.pos[1]+=self.vel[1] self.pos[1]%=HEIGHT self.angle+=self.angle_vel if self.thrust: ship_thrust_sound.play() else: ship_thrust_sound.rewind() if self.thrust: foward=angle_to_vector(self.angle) self.vel[0]+=foward[0]/10 self.vel[1]+=foward[1]/10 def shoot(self): global a_missile foward=angle_to_vector(self.angle) tmppos=[self.pos[0]+45*foward[0],self.pos[1]+45*foward[1]] tmpvel=[self.vel[0]+foward[0]*3,self.vel[1]+foward[1]*3] a_missile = Sprite(tmppos, tmpvel, 0, 0, missile_image, missile_info, missile_sound) missile_sound.play() # 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.vel[0] self.pos[0]%=WIDTH self.pos[1]+=self.vel[1] self.pos[1]%=HEIGHT self.angle+=self.angle_vel def draw(canvas): global time # 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) a_rock.draw(canvas) a_missile.draw(canvas) canvas.draw_text('lives:'+str(lives), (50, 50), 24, "Red") canvas.draw_text('score:'+str(score), (50, 100), 24, "Red") # update ship and sprites my_ship.update() a_rock.update() a_missile.update() # timer handler that spawns a rock def rock_spawner(): global a_rock a_rock = Sprite([random.random()*WIDTH, random.random()*HEIGHT], [random.random(), random.random()], random.random()*2*math.pi, random.random()*0.1, asteroid_image, asteroid_info) def keydown(key): if key==simplegui.KEY_MAP['left']: my_ship.angle_vel=-0.1 elif key==simplegui.KEY_MAP['right']: my_ship.angle_vel=0.1 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['left']: my_ship.angle_vel=0 elif key==simplegui.KEY_MAP['right']: my_ship.angle_vel=0 elif key==simplegui.KEY_MAP['up']: my_ship.thrust=False # 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) a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound) # register handlers frame.set_draw_handler(draw) frame.set_keydown_handler(keydown) frame.set_keyup_handler(keyup) timer = simplegui.create_timer(1000.0, rock_spawner) # get things rolling timer.start() frame.start()