Sunday, June 16, 2013

Python Game: Asteroids (Rice Rocks)

The due time for this project submission is over so I can post this here. With this final mini project, An Introduction to Interactive Programming in Python class is complete. It has been a wonderful experience! You can play the game here:

__author__ = 'RK Kuppala'

# program template for Spaceship
import simplegui
import math
import random

# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0
wrap = 20
started = False
alive = True
rock_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
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(.4)
ship_thrust_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/thrust.mp3")
ship_thrust_sound.set_volume(.4)
explosion_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/explosion.mp3")
explosion_sound.set_volume(.5)

# 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 alive:
            if self.thrust:
                self.image_center = (135, 45)
            else:
                self.image_center = (45, 45)
        canvas.draw_image(ship_image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)
        if self.pos[0]  WIDTH - self.radius:
            canvas.draw_image(ship_image, self.image_center, self.image_size,
                              [self.pos[0]-WIDTH,self.pos[1]], self.image_size, self.angle)
        if self.pos[1] < self.radius:
            canvas.draw_image(ship_image, self.image_center, self.image_size,
                              [self.pos[0],self.pos[1]+HEIGHT], self.image_size, self.angle)
        if self.pos[1] > HEIGHT - self.radius:
            canvas.draw_image(ship_image, self.image_center, self.image_size,
                              [self.pos[0],self.pos[1]-HEIGHT], self.image_size, self.angle)

    def update(self):
        if alive:
            self.pos[0] += self.vel[0]
            self.pos[0] = (self.pos[0] % WIDTH)
            self.pos[1] += self.vel[1]
            self.pos[1] = (self.pos[1] % HEIGHT)
            self.vel[0] *= 0.97
            self.vel[1] *= 0.97
            self.angle += self.angle_vel
            if self.thrust:
                self.vel[0] += 0.3 * (angle_to_vector(self.angle)[0])
                self.vel[1] += 0.3 * (angle_to_vector(self.angle) [1])

    def angleincrement(self):
        self.angle_vel += 0.08

    def angledecrement(self):
        self.angle_vel -= 0.08

    def thrusters(self):
        self.thrust = not self.thrust
        if self.thrust and started and alive:
            ship_thrust_sound.play()
        else:
            ship_thrust_sound.pause()

    def shoot(self):
        global missile_group
        missile_timer.start()
        if alive and len(missile_group) < 2:
            missile_group.add(Sprite([self.pos[0]+self.radius*angle_to_vector(self.angle)[0], self.pos[1]+self.radius*angle_to_vector(self.angle)[1]],
                                     [11*angle_to_vector(self.angle)[0] + 0.4*self.vel[0], 11*angle_to_vector(self.angle)[1] + 0.4*self.vel[1]],
                                     0, 0, missile_image, missile_info, missile_sound))

    def respawn(self):
        global alive, started
        if lives > 0:
            self.thrust = False
            alive = True
            self.vel[0] = 0
            self.vel[1] = 0
            respawn_timer.stop()
        else:
            started = False
            soundtrack.rewind()
            ship_thrust_sound.rewind()

# 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):
        if self.animated:
            canvas.draw_image(self.image, [self.image_center[0] + self.image_size[0] * self.age, 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)
            if self.pos[0] < self.radius:
                canvas.draw_image(self.image, self.image_center, self.image_size,
                                  [self.pos[0]+ WIDTH,self.pos[1]], self.image_size, self.angle)
            if self.pos[0] > WIDTH - self.radius:
                canvas.draw_image(self.image, self.image_center, self.image_size,
                                  [self.pos[0]- WIDTH,self.pos[1]], self.image_size, self.angle)
            if self.pos[1] < self.radius:
                canvas.draw_image(self.image, self.image_center, self.image_size,
                                  [self.pos[0],self.pos[1]+HEIGHT], self.image_size, self.angle)
            if self.pos[1] > HEIGHT - self.radius:
                canvas.draw_image(self.image, self.image_center, self.image_size,
                                  [self.pos[0],self.pos[1]- HEIGHT], self.image_size, self.angle)

    def update(self):
        global wrap
        self.pos[0] += self.vel[0]
        self.pos[0] = (self.pos[0] % WIDTH)
        self.pos[1] += self.vel[1]
        self.pos[1] = (self.pos[1] % HEIGHT)
        self.angle += self.angle_vel
        self.age += 1

    def check_lifespan(self):
        return self.age < self.lifespan

    def collide(self, other_object):
        if dist(self.pos,other_object.pos) < (self.radius + other_object.radius):
            return True


def draw(canvas):
    global time, lives, score, timer, started, alive, 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])

    if not started:
        canvas.draw_image(splash_image, splash_info.get_center(),
                          splash_info.get_size(), [WIDTH/2, HEIGHT/2],
                          splash_info.get_size())

    # draw ship and sprites
    elif started:
        my_ship.draw(canvas)
        process_sprite_group(rock_group, canvas)
        process_sprite_group(missile_group, canvas)
        process_sprite_group(explosion_group, canvas)
        canvas.draw_text("Lives: " + str(lives), [50,50], 20, "White")
        canvas.draw_text("Score: " + str(score), [WIDTH-150,50], 20, "White")
        # update ship and sprites
        my_ship.update()
        if group_collide(rock_group, my_ship) > 0:
            alive = False
            lives -= 1
            explosion_sound.play()
            respawn_timer.start()
        if group_group_collide(missile_group, rock_group) > 0:
            score += 1
            explosion_sound.rewind()
            explosion_sound.play()

def keydown(key):
    if key == simplegui.KEY_MAP['right']:
        my_ship.angleincrement()
    elif key == simplegui.KEY_MAP['left']:
        my_ship.angledecrement()
    elif key == simplegui.KEY_MAP['up']:
        my_ship.thrusters()
    elif key == simplegui.KEY_MAP['space']:
        my_ship.shoot()

def keyup(key):
    if key == simplegui.KEY_MAP['right']:
        my_ship.angledecrement()
    elif key == simplegui.KEY_MAP['left']:
        my_ship.angleincrement()
    elif key == simplegui.KEY_MAP['up']:
        my_ship.thrusters()
    elif key == simplegui.KEY_MAP['space']:
        missile_timer.stop()

# timer handler that spawns a rock
def rock_spawner():
    global rock_group
    random_place = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
    while dist(random_place,my_ship.pos) < 150:
        random_place = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
    random_velocity = [random.choice([-1, -2, 1, 2]), random.choice([-1, -2, 1, 2])]
    random_angle = random.randrange(0, 7)
    random_anglevel = (random.randrange(-30,30) / 1000)
    if len(rock_group) < 5:
        rock_group.add((Sprite(random_place, random_velocity, random_angle, random_anglevel, asteroid_image, asteroid_info)))

def process_sprite_group(a_set, canvas):
    for sprite in a_set:
        sprite.draw(canvas)
    for sprite in a_set:
        sprite.update()
    for sprite in a_set:
        if not sprite.check_lifespan():
            a_set.remove(sprite)


def group_collide(group, other_object):
    collide = 0
    for an_object in group:
        if Sprite.collide(an_object, other_object):
             explosion_group.add(Sprite(an_object.pos, (0,0), 0, 0, explosion_image, explosion_info, explosion_sound))
             if other_object.radius > 10:
                 explosion_group.add(Sprite(other_object.pos, (0,0), 0, 0, explosion_image, explosion_info, explosion_sound))
             group.remove(an_object)
             collide += 1
    return collide

def group_group_collide(group1, group2):
    collide = 0
    for an_object in group1:
        if group_collide(group2, an_object) > 0:
            group1.remove(an_object)
            collide += 1
    return collide

def click(pos):
    global started, 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:
        reset()
        soundtrack.play()
        started = True


def reset():
    global my_ship, rock_group, missile_group, lives, score
    my_ship = Ship([WIDTH / 2, HEIGHT / 3], [0, 0], 0, ship_image, ship_info)
    rock_group = set()
    missile_group = set()
    explosion_group = set()
    score = 0
    lives = 3
    timer.start()

def missile():
    my_ship.shoot()

# 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_mouseclick_handler(click)
timer = simplegui.create_timer(500.0, rock_spawner)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)    

my_ship = Ship([WIDTH / 2, HEIGHT / 3], [0, 0], 0, ship_image, ship_info)
missile_group = set()
explosion_group = set()
missile_timer = simplegui.create_timer(700.0, missile)
respawn_timer = simplegui.create_timer(700.0, my_ship.respawn)

# get things rolling
timer.start()
frame.start()

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