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Asteroids-2players.py
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Asteroids-2players.py
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# ASTEROIDS: 2 PLAYERS
# To be played directly in http://www.codeskulptor.org/
import simplegui
import math
import random
# Game class
class Game:
def __init__(self, width, height, lives, time, started = False):
self.name = "Asteroids"
self.width = 800
self.height = 600
self.score = 0
# self.lives = 3
self.time = 0
self.started = False
self.rock_group = set([])
self.missile_group = set([])
self.explosion_group = set ([])
def re_start(self):
asteroids.started = False
asteroids.rock_group = set([])
ship_thrust_sound.pause()
for p in group_of_players:
soundtrack.rewind()
p.vel = [0,0]
if p.player == 2:
p.pos = [asteroids.width* 2/3,asteroids.height * 1/2]
if p.player == 1:
p.pos = [asteroids.width* 1/3,asteroids.height * 1/2]
p.thrust = False
p.angle = 0
p.angle_vel = 0
asteroids = Game ( "Asteroids", 800, 600, 3, 0)
# Information class
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")
# 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, player):
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()
self.player = player
self.lives = 3
self.score = 0
self.from_player = 0
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]) % asteroids.width
self.pos[1] = (self.pos[1] + self.vel[1]) % asteroids.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)
a_missile.from_player = self.player
asteroids.missile_group.add(a_missile)
def keys_down(self, key):
if self.player == 2:
if asteroids.started:
if key == simplegui.KEY_MAP['left']:
self.decrement_angle_vel()
elif key == simplegui.KEY_MAP['right']:
self.increment_angle_vel()
elif key == simplegui.KEY_MAP['up']:
self.set_thrust(True)
elif key == simplegui.KEY_MAP['space']:
self.shoot()
if self.player == 1:
if asteroids.started:
if key == simplegui.KEY_MAP['a']:
self.decrement_angle_vel()
elif key == simplegui.KEY_MAP['s']:
self.increment_angle_vel()
elif key == simplegui.KEY_MAP['w']:
self.set_thrust(True)
elif key == simplegui.KEY_MAP['e']:
self.shoot()
def keys_up(self, key):
if self.player == 2:
if asteroids.started:
if key == simplegui.KEY_MAP['left']:
self.increment_angle_vel()
elif key == simplegui.KEY_MAP['right']:
self.decrement_angle_vel()
elif key == simplegui.KEY_MAP['up']:
self.set_thrust(False)
if self.player == 1:
if asteroids.started:
if key == simplegui.KEY_MAP['a']:
self.increment_angle_vel()
elif key == simplegui.KEY_MAP['s']:
self.decrement_angle_vel()
elif key == simplegui.KEY_MAP['w']:
self.set_thrust(False)
# 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
self.from_player = 0
if sound:
sound.rewind()
sound.play()
def draw(self, canvas):
if not self.animated:
canvas.draw_image(self.image, self.image_center, self.image_size,
self.pos, self.image_size, self.angle)
if self.animated:
if self.age <= self.lifespan:
canvas.draw_image(self.image, (self.age * self.image_center[0], self.image_center[1]),
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]) % asteroids.width
self.pos[1] = (self.pos[1] + self.vel[1]) % asteroids.height
# age
self.age +=1
if self.age > self.lifespan:
return True
else:
return False
def collide(self, other_object):
if dist (self.pos, other_object.pos) < self.radius + other_object.radius:
return True
else:
return False
# if problems try with methods get_position and get_radius
# key handlers to control ship
def keydown(key):
my_ship.keys_down(key)
my_ship_2.keys_down(key)
def keyup(key):
my_ship.keys_up(key)
my_ship_2.keys_up(key)
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
soundtrack.play()
for p in group_of_players:
p.lives = 3
p.score = 0
center = [asteroids.width / 2, asteroids.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 asteroids.started) and inwidth and inheight:
asteroids.started = True
def draw(canvas):
# animiate background
asteroids.time += 1
wtime = (asteroids.time / 4) % asteroids.width
center = debris_info.get_center()
size = debris_info.get_size()
canvas.draw_image(nebula_image, nebula_info.get_center(), nebula_info.get_size(), [asteroids.width / 2, asteroids.height / 2], [asteroids.width , asteroids.height])
canvas.draw_image(debris_image, center, size, (wtime - asteroids.width / 2, asteroids.height / 2), [asteroids.width , asteroids.height])
canvas.draw_image(debris_image, center, size, (wtime + asteroids.width / 2, asteroids.height / 2), [asteroids.width , asteroids.height])
# draw UI
canvas.draw_text("Lives", [50 , 50], 22, "White")
canvas.draw_text(str(my_ship.lives), [50 , 80], 22, "White")
canvas.draw_text("Lives", [50 + 600 , 50], 22, "White")
canvas.draw_text(str(my_ship_2.lives), [50 + 600, 80], 22, "White")
canvas.draw_text("Score", [50 , 110], 22, "White")
canvas.draw_text("Score", [50 + 600, 110], 22, "White")
canvas.draw_text(str(my_ship.score), [50 , 140], 22, "White")
canvas.draw_text(str(my_ship_2.score), [50 + 600, 140], 22, "White")
# draw ships
for p in group_of_players:
p.draw(canvas)
p.update()
# spawn rocks
rock_spawner()
# draw rocks in canvas
process_sprite_group(asteroids.rock_group, canvas)
# draw missile group in canvas
process_sprite_group(asteroids.missile_group, canvas)
# draw explosions in canvas
process_sprite_group(asteroids.explosion_group, canvas)
# collitions among rocks and missiles:
group_group_collide(asteroids.missile_group, asteroids.rock_group)
# collides ship and rocks
for p in group_of_players:
group_collide(asteroids.rock_group, p)
# collides missiles with ships
group_collide(asteroids.missile_group, my_ship)
group_collide(asteroids.missile_group, my_ship_2)
# draw splash screen if not started
if not asteroids.started:
canvas.draw_image(splash_image, splash_info.get_center(),
splash_info.get_size(), [asteroids.width / 2, asteroids.height / 2],
splash_info.get_size())
# timer handler that spawns a rock
def rock_spawner():
if asteroids.started:
if len(asteroids.rock_group) <12:
if asteroids.time % 100 == 0:
rock_pos = [random.randrange(0, asteroids.width), random.randrange(0, asteroids.height)]
rock_vel = [random.random() * .6 - .3, random.random() * .6 - .3]
rock_avel = random.random() * .2 - .1
url = "http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/"
url_asteroid_1 = url + "asteroid_blue.png"
url_asteroid_2 = url + "asteroid_brown.png"
url_asteroid_3 = url + "asteroid_blend.png"
urls = [url_asteroid_1, url_asteroid_2, url_asteroid_3]
print str(random.choice(urls))
asteroid_image = simplegui.load_image(str(random.choice(urls)))
new_set = []
print "new pos", new_set
for p in group_of_players:
if (dist(rock_pos, p.pos) > p.radius + asteroid_info.radius):
new_set.append (True)
else:
new_set.append(False)
print new_set
# for n in new_set:
if new_set[len(new_set)-1] == True and new_set[0] == True:
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
asteroids.rock_group.add(a_rock)
def proper_dist (rock,group_of_players):
dists = set ([])
for p in group_of_players:
if dist(rock,p) > rock.radius + p.radius:
dists.add(dist(rock,p))
pass
# generate groups of sprites: ex rocks
def process_sprite_group(group, canvas):
set_remove_sprites = set ([])
if asteroids.started:
for o in group:
o.update()
o.draw(canvas)
if o.update():
set_remove_sprites.add(o)
group.difference_update(set_remove_sprites)
# collition groups with object: ex, rocks with ship
def group_collide (set_objects, other_object):
set_remove_objects = set ([])
for obj in set_objects:
if obj.collide (other_object):
set_remove_objects.add(obj)
if other_object.from_player == 1:
my_ship.score +=1
if other_object.from_player == 2:
my_ship_2.score +=1
if obj.from_player == 1:
my_ship.score +=1
if obj.from_player == 2:
my_ship_2.score +=1
explosion_sound.play()
explosion = Sprite (obj.pos, [0,0], 0, 0, explosion_image, explosion_info, explosion_sound)
asteroids.explosion_group.add(explosion)
if other_object in group_of_players:
explosion = Sprite (other_object.pos, [0,0], 0, 0, explosion_image, explosion_info, explosion_sound)
asteroids.explosion_group.add(explosion)
other_object.lives -=1
explosion_sound.play()
if other_object.lives <= 0:
asteroids.re_start()
set_objects.difference_update(set_remove_objects)
return True
def group_group_collide (group1, group2):
for obj in group1:
if group_collide(group2,obj):
group1.discard(obj)
# initialize frame
frame = simplegui.create_frame(asteroids.name, asteroids.width, asteroids.height)
# initialize ship
my_ship = Ship([asteroids.width * 1/ 3, asteroids.height / 2], [0, 0], 0, ship_image, ship_info, 1)
my_ship_2 = Ship([asteroids.width * 2/ 3, asteroids.height / 2], [0, 0], 0, ship_image, ship_info, 2)
group_of_players = ([my_ship, my_ship_2])
# register handlers
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
frame.set_mouseclick_handler(click)
frame.set_draw_handler(draw)
# get things rolling
frame.start()