RiceRocks en python

Juego de asteroids en python.


Con las teclas de dirección para moverse y el espacio para disparar es todo lo que necesitas para jugar.

No es gran cosa, pero aún así ayuda en mi viaje ya que lo mejor de este código es haber aprendido cómo manejar las animaciones, su dibujado y su relación con el tiempo, aunque no nos hallamos metido con los conceptos de fps (frames per second/frames por segundo)

Una vez más, toca ejecutarlo en CodeSkulptor por la librería gráfica propia de la plataforma.
RiceRocks: Pulsa para ver/ocultar el código
import simplegui
import math
import random

# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0
started = False
limit_rocks=12

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.f2013.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
# .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")
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_position(self):
        return self.pos
    
    def get_radius(self):
        return self.radius
        
    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):
        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)
        missiles.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 draw(self, canvas):
        canvas.draw_image(self.image, self.image_center, self.image_size,
                          self.pos, self.image_size, self.angle)

    def get_position(self):
        return self.pos
    
    def get_radius(self):
        return self.radius
        
    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
        
        if self.lifespan!=None:
            self.age=self.age+1
            if self.age>self.lifespan:
                return True
            else:
                return False
        
    def collide(self, other_sprite):
        other_pos = other_sprite.get_position()
        other_rad = other_sprite.get_radius()        
        if dist(self.pos, other_pos) < (other_rad + self.radius):
            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, timer
    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
        timer.start()
        soundtrack.rewind()
        soundtrack.play()

def draw(canvas):
    global time, started, lives, score
    
    # 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))

    if started:
        #if touched
        if collide_group(rocks, my_ship):
            lives=lives-1
            
        if lives==0:
            reset_game()

        number_hits=collide_two_group(rocks, missiles)
        score=score+number_hits*10


    # draw ship and sprites
    my_ship.draw(canvas)
    draw_set(rocks, canvas)
    draw_set(missiles, canvas)
    
    # update ship and sprites
    my_ship.update()
    
    # 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())

def draw_set(the_set, canvas):
    for element in list(the_set):
        element.draw(canvas)
        if element.update():
            the_set.remove(element)
        
# timer handler that spawns a rock    
def rock_spawner():
    global limit_rocks
    if limit_rocks>len(rocks) :
        
        rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
        rock_vel = [random.random() * .6 - .3, random.random() * .6 - .3]
        rock_avel = random.random() * .2 - .1
        new_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
        if new_rock.collide(my_ship):
            rock_spawner()
        else:
            rocks.add(new_rock)
    
    
def collide_group(the_set, element):
    for one_of_set in list(the_set):
        if one_of_set.collide(element):
            the_set.remove(one_of_set)
            return True
    return False
    
def collide_two_group(rock, missil):
    count_collide=0
    for one_rock in list(rock):
        for a_missil in list(missil):
            if one_rock.collide(a_missil):
                count_collide=count_collide+1
                missil.remove(a_missil)
                rock.remove(one_rock)
    return count_collide                

def reset_game():
    global lives, score,started, timer, number_rocks, rocks
    started=False
    number_rocks=0
    lives=3
    score=0
    rocks=set([])
    timer.stop()
    soundtrack.pause()
        
        
# 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)
rocks=set([])
missiles=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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