Coursera_An Introduction to Interactive Programming in Python_Mini-project # 8 RiceRock

本文介绍了一个基于Python的太空射击游戏的实现过程,包括游戏的基本框架、角色类的设计、碰撞检测等核心功能。游戏使用了SimpleGUI库进行图形界面的绘制,并通过键盘事件实现了玩家对飞船的操作。

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http://www.codeskulptor.org/#user38_Ef6manEpXc_21.py

完成所有要求

# implementation of RiceRocks
import simplegui
import math
import random

# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0
started = False
total_number_of_rocks = 0

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.f2014.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")
explosion_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/explosion.hasgraphics.png")
EXPLOSION_DIM = [9, 9]
EXPLOSION_CENTER = [50, 50]
EXPLOSION_SIZE = [100, 100]
# sound assets purchased from sounddogs.com, please do not redistribute
# .ogg versions of sounds are also available, just replace .mp3 by .ogg
soundtrack = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/soundtrack.mp3")
soundtrack.set_volume(.5)
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)


# 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_radius(self):
        return self.radius
    
    def get_position(self):
        return self.pos
    
    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)
        # canvas.draw_circle(self.pos, self.radius, 1, "White", "White")

    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] * .1
            self.vel[1] += acc[1] * .1
            
        self.vel[0] *= .99
        self.vel[1] *= .99

    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(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)
        missile_group.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 get_radius(self):
        return self.radius
    
    def get_position(self):
        return self.pos
    
    def draw(self, canvas):
        
        if self.animated:
            explosion_index = [self.age % EXPLOSION_DIM[0], (self.age // EXPLOSION_DIM[0]) % EXPLOSION_DIM[1]]
            canvas.draw_image(explosion_image, 
                    [EXPLOSION_CENTER[0] + explosion_index[0] * EXPLOSION_SIZE[0], 
                     EXPLOSION_CENTER[1] + explosion_index[1] * EXPLOSION_SIZE[1]], 
                     EXPLOSION_SIZE, self.pos, EXPLOSION_SIZE)
            explosion_sound.play()
        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 the age of missiles
        self.age +=1
        if self.age >= self.lifespan:
            return True
        else:
            return False
        
    def collide(self,other_object):
        pos_of_sprite = self.pos
        pos_of_object = other_object.get_position()
        radius_of_sprite = self.radius
        radius_of_object = other_object.get_radius()
        if dist(pos_of_sprite,pos_of_object) < radius_of_sprite + radius_of_object:
            return True
        else:
            return False
            
# key handlers to control ship   
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)
        
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
    global started,lives,score,total_number_of_rocks
    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
        score = 0
        lives = 3
        soundtrack.play()
        total_number_of_rocks = 0

def draw(canvas):
    global time, started,lives,rock_group,missile_group,my_ship,total_number_of_rocks

    # 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", [50, 50], 22, "White")
    canvas.draw_text("Score", [680, 50], 22, "White")
    canvas.draw_text(str(lives), [50, 80], 22, "White")
    canvas.draw_text(str(score), [680, 80], 22, "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())
    else:
        timer.start()
        # draw ship and sprites
        my_ship.draw(canvas)
        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()
        if group_collide(rock_group,my_ship):
            lives -= 1
            total_number_of_rocks -=1
        group_group_collide(rock_group,missile_group) 
        if lives == 0:
            timer.stop()
            soundtrack.pause()
            started = False
            rock_group = set([])
            missile_group = set([])
            my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
            
# timer handler that spawns a rock    
def rock_spawner():
    global rock_group,total_number_of_rocks,my_ship
    rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
    rock_vel = [random.random() * .6 - .3, random.random() * .6 - .3]
    rock_vel[0] += 0.1
    rock_vel[1] += 0.1
    rock_avel = random.random() * .2 - .1
    a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
    # check the position of a rock
    pos_of_ship = my_ship.get_position()
    radius_of_rock = a_rock.get_radius()
    radius_of_ship = my_ship.get_radius()
    if dist(rock_pos,pos_of_ship) > radius_of_rock + radius_of_ship + 50 and total_number_of_rocks <= 12:
        rock_group.add(a_rock)     
        total_number_of_rocks +=1

        
def process_sprite_group(sprite_group,canvas):
    copy_group = sprite_group.copy()
    for sprite in copy_group:  # sprite can be a rock or a missile
        sprite.update()
        if sprite.update():
           sprite_group.remove(sprite) 
        else:
            sprite.draw(canvas)

        
def group_collide(group,other_object):
    global lives,explosion_group
    copy_group = set(group)
    for element in copy_group:       
        if element.collide(other_object):
        # check what the element is, a rock or a missile?  
            if isinstance(other_object,type(my_ship)):
                new_explosion = Sprite(element.get_position(),[0,0],0,0,explosion_image,explosion_info)
            else:
                new_explosion = Sprite(other_object.get_position(),[0,0],0,0,explosion_image,explosion_info)
            explosion_group.add(new_explosion)
            group.discard(element)     
            return True
    return False
      
            
def group_group_collide(rock_group,missile_group):
    global score,total_number_of_rocks
    copy_rock_group = set(rock_group)
    rock_score = 0
    for rock in copy_rock_group:
        if group_collide(missile_group,rock):
            rock_group.discard(rock)
            rock_score +=1
            total_number_of_rocks -=1
    score += rock_score
    
# initialize stuff
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, .1, asteroid_image, asteroid_info)
rock_group = set([])
#a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)
missile_group = set([])
explosion_group = set([])

# register handlers
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)

# get things rolling

frame.start()


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