Mini-project description - RiceRocks (Asteroids)#

program template

I used my project from the last week instead of the template.

If you know OOP concepts from other programming languages: The description suggests:

This requires you to implement methods get_position() and get_radius() on both the Sprite and Ship classes.

In Python there is no need to introduce getter/setter methods. Just access the attributes directly, e.g., my_ship.pos.

# program template for Spaceship
try:
    import simplegui
except ModuleNotFoundError:
    # NOTE sound does not work in both libraries
    # import simplequi as simplegui
    import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
import math
import random

# globals for user interface
WIDTH = 800
HEIGHT = 600
ANGLE_VEL = 0.1
FRICTION_FACTOR = 0.01
THRUST_ACCEL = 0.1
SHIP_SIZE = (90, 90)
SHIP_THRUST_OFF_TILE_POS = (45, 45)
SHIP_THRUST_ON_TILE_POS = (45 + SHIP_SIZE[0], 45)
MISSILE_VEL = 5
# score and lives
SCORE_POS = (10, 30)
FONT_SIZE = 26
FONT_COLOR = 'yellow'
FONT_FACE = 'monospace'
LIVES_POS = (SCORE_POS[0], SCORE_POS[1] + FONT_SIZE)
MAX_ROCK_COUNT = 12
ROCK_MIN_DIST_TO_SHIP = 30

score = 0
lives = 3
time = 0
started = 0
rock_group = set()
missile_group = set()
explosion_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
ASSETS_URL = \
    'http://commondatastorage.googleapis.com/codeskulptor-assets'
debris_info = ImageInfo([320, 240], [640, 480])
debris_image = simplegui.load_image(ASSETS_URL+"/lathrop/debris2_blue.png")

# nebula images - nebula_brown.png, nebula_blue.png
nebula_info = ImageInfo([400, 300], [800, 600])
nebula_image = simplegui.load_image(
        ASSETS_URL+"/lathrop/nebula_blue.f2014.png")

# splash image
splash_info = ImageInfo([200, 150], [400, 300])
splash_image = simplegui.load_image(ASSETS_URL+"/lathrop/splash.png")

# ship image (contains also the thrusted ship)
ship_info = ImageInfo(SHIP_THRUST_OFF_TILE_POS, [90, 90], 35)
ship_image = simplegui.load_image(ASSETS_URL+"/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(ASSETS_URL+"/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(ASSETS_URL+"/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(
        ASSETS_URL+"/lathrop/explosion_alpha.png")

# sound assets purchased from sounddogs.com, please do not redistribute
soundtrack = simplegui.load_sound(ASSETS_URL+"/sounddogs/soundtrack.mp3")
missile_sound = simplegui.load_sound(ASSETS_URL+"/sounddogs/missile.mp3")
missile_sound.set_volume(.5)
ship_thrust_sound = simplegui.load_sound(ASSETS_URL+"/sounddogs/thrust.mp3")
explosion_sound = simplegui.load_sound(ASSETS_URL+"/sounddogs/explosion.mp3")

# alternative upbeat soundtrack by composer and former IIPP student Emiel
# Stopler please do not redistribute without permission from Emiel at
# http://www.filmcomposer.nl
# soundtrack =
# simplegui.load_sound("https://storage.googleapis.com/codeskulptor-assets/ricerocks_theme.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(sprites, canvas):
    # rock_group and missile_group may be modified by the timers and keyboard
    # events. Create a copy to avoid this.
    # This will happen especially if you allow much more than 12 rocks.
    for rock in rock_group.copy():
        rock.draw(canvas)
        if not rock.update():
            rock_group.remove(rock)
    for missile in missile_group.copy():
        missile.draw(canvas)
        if not missile.update():
            missile_group.remove(missile)
    for explosion in explosion_group.copy():
        explosion.draw(canvas)
        if not explosion.update():
            explosion_group.remove(explosion)


def group_collide(group, other_object):
    # note that other_object is not removed.
    for obj in group.copy():  # or set(group)
        if obj.collide(other_object):
            group.remove(obj)

            explosion = Sprite(
                    obj.pos,
                    [0, 0], 0, 0,
                    explosion_image, explosion_info, explosion_sound)
            explosion_group.add(explosion)
            return True
    return False


def group_group_collide(group, other_group):
    collide_count = 0
    for obj in group.copy():
        if group_collide(other_group, obj):
            collide_count += 1
            # use `discard()` instead of remove, because a single object could
            # collide with multiple times with objects from `other_group`.
            # `remove(obj)` will error out if `obj` does not exist.
            group.discard(obj)
    return collide_count


# 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: simplegui.Canvas):
        canvas.draw_image(
            self.image,
            self.image_center, self.image_size,
            self.pos, self.image_size,
            self.angle)

    def update(self):
        self.angle += self.angle_vel
        forward_unit_vector = angle_to_vector(self.angle)
        for dimension in 0, 1:
            # velocity = (1-FRICTION_FACTOR) + thrust
            # (1)
            # apply friction acceleration
            self.vel[dimension] *= (1 - FRICTION_FACTOR)
            # (2)
            # apply thrust acceleration
            if self.thrust:
                # calculate x or y component of the thrust vector
                accel = forward_unit_vector[dimension] * THRUST_ACCEL
            else:
                accel = 0
            self.vel[dimension] += accel
            self.pos[dimension] += self.vel[dimension]

        # wraparound
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT

        if self.thrust:
            self.image_center = SHIP_THRUST_ON_TILE_POS
            ship_thrust_sound.play()
        else:
            self.image_center = SHIP_THRUST_OFF_TILE_POS
            ship_thrust_sound.rewind()

    def shoot(self):
        global a_missile
        # the tip should be on the circle defined by the radius. Its x
        # component is defined by cos(angle) and y component by sin(angle)
        # forward unit vector
        forward_unit_vec = angle_to_vector(self.angle)

        tip_position_relative = [0, 0]
        tip_position = [0, 0]
        missile_vel = [0, 0]

        for dimension in 0, 1:
            tip_position_relative[dimension] = \
                forward_unit_vec[dimension] * self.radius
            tip_position[dimension] = \
                self.pos[dimension] + tip_position_relative[dimension]
            missile_vel[dimension] = \
                self.vel[dimension] + \
                forward_unit_vec[dimension] * MISSILE_VEL
        missile = Sprite(
            tip_position,
            missile_vel, 0, 0,
            missile_image, missile_info, missile_sound)
        missile_group.add(missile)

    # introduce extra methods for rotating the ship.
    # One of the goals of OOP is to forbid unwanted changes to the class
    # object. We probably do not want to allow the change of the `angle_vel` by
    # different values other than `ANGLE_VEL`. So introducing methods for this
    # purpose than modifying the `angle_vel` using `self.angle_vel = ANGLE_VEL`
    # outside the class object.
    def rotate_right(self):
        self.angle_vel = ANGLE_VEL

    def rotate_left(self):
        self.angle_vel -= 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 draw(self, canvas: simplegui.Canvas):
        if self.animated:
            current_tile_id = self.age % 24
            current_tile_pos = (
                self.image_center[0] + current_tile_id * self.image_size[0],
                self.image_center[1])
            canvas.draw_image(
                self.image,
                current_tile_pos, 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):
        self.angle += self.angle_vel
        for dimension in 0, 1:
            self.pos[dimension] += self.vel[dimension]

        # wraparound
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT

        self.age += 1
        if self.age <= self.lifespan:
            return True
        else:
            return False

    def distance(self, other_object):
        return dist(self.pos, other_object.pos)

    def collide(self, other_object):
        if self.radius + other_object.radius \
                >= self.distance(other_object):
            return True
        else:
            return False


# mouseclick handlers that reset UI and conditions whether splash image is
# drawn
def click(pos):
    global started
    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.play()


def draw(canvas: simplegui.Canvas):
    global time, lives, score, started

    # animate 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))
    # dashboard
    for title, value, pos in (
            ('Score', score, SCORE_POS),
            ('Lives', lives, LIVES_POS)):
        canvas.draw_text(
            str(f'{title}: {value:2}'),
            pos,
            FONT_SIZE,
            FONT_COLOR,
            FONT_FACE)

    # draw ship and sprites
    my_ship.draw(canvas)
    my_ship.update()

    process_sprite_group(missile_group, canvas)
    process_sprite_group(rock_group, canvas)
    if group_collide(rock_group, my_ship):
        lives -= 1

    score += group_group_collide(missile_group, rock_group)

    if lives == 0:
        lives = 3
        score = 0
        started = False
        rock_group.clear()
        soundtrack.rewind()

    # 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())


def keydown(key):
    if key == simplegui.KEY_MAP['right']:
        my_ship.rotate_right()
    elif key == simplegui.KEY_MAP['left']:
        my_ship.rotate_left()
    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['right'] or key == simplegui.KEY_MAP['left']:
        my_ship.angle_vel = 0
    elif key == simplegui.KEY_MAP['up']:
        my_ship.thrust = False


def create_rock_at_random_pos():
    random_angle_vel = random.choice([1, -1]) * ANGLE_VEL
    return Sprite(
        [random.random() * WIDTH, random.random() * HEIGHT],
        [random.random(), random.random()],
        0,
        random_angle_vel, asteroid_image, asteroid_info)


# timer handler that spawns a rock
def rock_spawner():
    if len(rock_group) >= MAX_ROCK_COUNT or not started:
        return

    # make sure the rocks are spawned not too close
    rock = create_rock_at_random_pos()
    while rock.distance(my_ship) < ROCK_MIN_DIST_TO_SHIP:
        rock = create_rock_at_random_pos()

    rock_group.add(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)

# 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
timer.start()
frame.start()