Mini-project description - RiceRocks (Asteroids)
For our last mini-project, we will complete the implementation of RiceRocks, an updated version of Asteroids, that we began last week. You may start with either your code or the program template which includes a full implementation of Spaceship and will be released immediately after the deadline for the Spaceship mini-project (by making the preceding link live). If you start with your own code, you should add the splash screen image that you dismiss with a mouse click before starting this mini-project. We strongly recommend using Chrome for this mini-project since Chrome's superior performance will become apparent when you program attempts to draw dozens of sprites.Mini-project development process
At the end of this project, your game will have multiple rocks and multiple missiles. You will lose a life if your ship collides with a rock and you will score points if your missile collides with a rock. You will keep track of the score and lives remaining and end the game at the proper time. You may optionally add animated explosions when there is a collision.
Phase one - Multiple rocks
For this phase, you will keep a set of rocks and spawn new rocks into this set. This requires the following steps:
- Remove
a_rockand replace it withrock_group. Initialize the rock group to an empty set. Modify your rock spawner to create a new rock (an instance of a Sprite object) and add it torock_group. - Modify your rock spawner to limit the total number of rocks in the game at any one time. We suggest you limit it to 12. With too many rocks the game becomes less fun and the animation slows down significantly.
- Create a helper function
process_sprite_group. This function should take a set and a canvas and call the update and draw methods for each sprite in the group. - Call the
process_sprite_groupfunction onrock_groupin the draw handler.
For this phase, you will detect collisions between the ship and a rock. Upon a collision, the rock should be destroyed and the player should lose a life. To implement ship-rock collisions, you need to do the following:
- Add a
collidemethod to the Sprite class. This should take another_objectas an argument and returnTrueif there is a collision orFalseotherwise. For now, this other object will always be your ship, but we want to be able to use this collide method to detect collisions with missiles later, as well. Collisions can be detected using the radius of the two objects. This requires you to implement methodsget_positionandget_radiuson both the Sprite and Ship classes. - Implement a
group_collidehelper function. This function should take a setgroupand an a spriteother_objectand check for collisions betweenother_objectand elements of the group. If there is a collision, the colliding object should be removed from the group. To avoid removing an object from a set that you are iterating over (which can cause you a serious debugging headache), iterate over a copy of the set created viaset(group). This function should returnTrueorFalsedepending on whether there was a collision. Be sure to use thecollidemethod from part 1 on the sprites in the group to accomplish this task. - In the draw handler, use the
group_collidehelper to determine if the ship hit any of the rocks. If so, decrease the number of lives by one. Note that you could have negative lives at this point. Don't worry about that yet.
Phase three - Missiles
For this phase, you will keep a set of missiles and spawn new missiles into this set when firing using the space bar. This requires the following steps:
- Remove
a_missileand replace it withmissile_group. Initialize the missile group to an empty set. Modify your shoot method ofmy_shipto create a new missile (an instance of the Sprite class) and add it to themissile_group. If you use our code, the firing sound should play automatically each time a missile is spawned. - In the draw handler, use your helper function
process_sprite_groupto processmissile_group. While you can now shoot multiple missiles, you will notice that they stick around forever. To fix this, we need to modify the Sprite class and theprocess_sprite_groupfunction. - In the
updatemethod of the Sprite class, increment the age of the sprite every timeupdateis called. If the age is greater than or equal to the lifespan of the sprite, then we want to remove it. So, returnFalse(meaning we want to keep it) if the age is less than the lifespan andTrue(meaning we want to remove it) otherwise. - Modify
process_sprite_groupto check the return value ofupdatefor sprites. If it returnsTrue, remove the sprite from the group. Again, you will want to iterate over a copy of the sprite group inprocess_sprite_groupto avoid deleting from the same set over which you are iterating.
group_collide, because we want to check for collisions between two groups. All we need to do is add one more helper function:- Implement a final helper function
group_group_collidethat takes two groups of objects as input.group_group_collideshould iterate through the elements of a copy of the first group using afor-loop and then callgroup_collidewith each of these elements on the second group.group_group_collideshould return the number of elements in the first group that collide with the second group as well as delete these elements in the first group. You may find thediscardmethod for sets to be helpful here. - Call
group_group_collidein the draw handler to detect missile/rock collisions. Increment the score by the number of missile collisions.
You now have a mostly working version of RiceRocks!!! Let's add a few final touches.
- Add code to the draw handler such that, if the number of lives becomes 0, the game is reset and the splash screen appears. In particular, set the flag
startedtoFalse, destroy all rocks and prevent any more rocks for spawning until the game is restarted. - When the game starts/restarts, make sure the lives and the score are properly initialized. Start spawning rocks. Start/restart the soundtrack.
- When you spawn rocks, you want to make sure they are some distance away from the ship. Otherwise, you can die when a rock spawns on top of you, which isn't much fun. One simple way to acheive this effect to ignore a rock spawn event if the spawned rock is too close to the ship.
- Experiment with varying the velocity of rocks based on the score to make game play more difficult as the game progresses.
- Tweak any constants that you have to make the game play the way you want.
Bonus
The following will not be graded. Feel free to try this, but do not break any of the other game functionality. We strongly recommend that you save your work before doing this and keep track of it, so you can submit a working version of the first five phases if you end up breaking your game trying to add more features.
One thing that is missing in your game is explosions when things collide. We have provided a tiled explosion image that you can use to create animated explosions. To get things working, you will need to do a few things:
- In the draw method of the Sprite class, check if
self.animatedisTrue. If so, then choose the correct tile in the image based on the age. The image is tiled horizontally. Ifself.animatedisFalse, it should continue to draw the sprite as before. - Create an
explosion_groupglobal variable and initialize it to an empty set. - In
group_collide, if there is a collision, create a new explosion (an instance of the Sprite class)and add it to theexplosion_group. Make sure that each explosion plays the explosion sound. - In the draw handler, use
process_sprite_groupto processexplosion_group.
CODE :
# Mini-project 8 - "RiceRocks" (Asteroids)
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0.5
started = False
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
# 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)
def process_sprite_group(group, canvas):
for each in set(group):
each.draw(canvas)
if each.update():
group.remove(each)
def group_collide(group, other_object):
global explosion_group
collided = False
for each in set(group):
if each.collide(other_object):
group.remove(each)
collided = True
explosion_group.add(Sprite(each.pos, [0, 0], 0, 0, explosion_image,
explosion_info, explosion_sound))
return collided
def group_group_collide(group, other_group):
counter = 0
for each in set(group):
collision = group_collide(other_group, each)
if collision:
group.remove(each)
counter += 1
return counter
# 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):
center = list(self.image_center)
if self.thrust:
center[0] = self.image_center[0] + self.image_size[0]
canvas.draw_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 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]]
missile_group.add(Sprite(missile_pos, missile_vel, self.angle, 0,
missile_image, missile_info, missile_sound))
# 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.init_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):
center = list(self.image_center)
if self.animated:
center[0] = self.image_center[0] + (self.image_size[0] * self.age)
canvas.draw_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
self.age += 1
return self.age > self.lifespan
def collide(self, other_object):
return dist(self.pos, other_object.pos) <= self.radius + other_object.radius
# 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, soundtrack
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
lives = 3
score = 0
soundtrack.rewind()
soundtrack.play()
def draw(canvas):
global time, started, score, lives, rock_group, my_ships
# 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])
# increase rock's velocity using score
for rock in rock_group:
for i in range(2):
rock.vel[i] = rock.init_vel[i] + (rock.init_vel[i] * score * 0.03)
# draw ship and sprites
my_ship.draw(canvas)
my_ship.update()
process_sprite_group(rock_group, canvas)
process_sprite_group(missile_group, canvas)
process_sprite_group(explosion_group, canvas)
# process collisions
if group_collide(rock_group, my_ship):
lives -= 1
score += group_group_collide(missile_group, rock_group) * 10
# check game over
if lives == 0:
rock_group = set()
started = False
# draw UI
canvas.draw_text("Lives", [50, 50], 22, "White", "sans-serif")
canvas.draw_text("Score", [680, 50], 22, "White", "sans-serif")
canvas.draw_text(str(lives), [50, 80], 22, "White", "sans-serif")
canvas.draw_text(str(score), [680, 80], 22, "White", "sans-serif")
# 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())
# timer handler that spawns a rock
def rock_spawner():
global rock_group, started
if len(rock_group) > 12 or not started:
return
rock_vel = [random.random() * .6 - .3, random.random() * .6 - .3]
rock_avel = random.random() * .2 - .1
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
# ensure rock_pos is at least 100px away of my_ship
while dist(rock_pos, my_ship.pos) < 100:
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
# add rock to the group
rock_group.add(Sprite(rock_pos, rock_vel, 0, rock_avel,
asteroid_image, asteroid_info))
# 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)
rock_group = set()
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
timer.start()
frame.start()
#http://www.codeskulptor.org/#user27_p1POKUyQL8Np5DS.py
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