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 your program attempts to draw dozens of sprites.
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.
For this phase, you will keep a set of rocks and spawn new rocks into this set. This requires the following steps:
a_rock
and replace it with rock_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 to rock_group
.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.process_sprite_group
function on rock_group
in 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:
collide
method to the Sprite class. This should take an other_object
as an argument and return True
if there is a collision or False
otherwise. 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 methods get_position
and get_radius
on both the Sprite and Ship classes.group_collide
helper function. This function should take a set group
and a sprite other_object
and check for collisions between other_object
and 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 via set(group)
. This function should return True
or False
depending on whether there was a collision. Be sure to use the collide
method from part 1 on the sprites in the group to accomplish this task.group_collide
helper 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.At this point, you should have a game of “dodge ’em”. You can fly around trying to avoid the rocks!
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:
a_missile
and replace it with missile_group
. Initialize the missile group to an empty set. Modify your shoot method of my_ship
to create a new missile (an instance of the Sprite class) and add it to the missile_group
. If you use our code, the firing sound should play automatically each time a missile is spawned.process_sprite_group
to process missile_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 the process_sprite_group
function.update
method of the Sprite class, increment the age of the sprite every time update
is called. If the age is greater than or equal to the lifespan of the sprite, then we want to remove it. So, return False
(meaning we want to keep it) if the age is less than the lifespan and True
(meaning we want to remove it) otherwise.process_sprite_group
to check the return value of update
for sprites. If it returns True
, remove the sprite from the group. Again, you will want to iterate over a copy of the sprite group in process_sprite_group
to avoid deleting from the same set over which you are iterating.Now, we want to destroy rocks when they are hit by a missile. We can’t quite use group_collide
, because we want to check for collisions between two groups. All we need to do is add one more helper function:
group_group_collide
that takes two groups of objects as input. group_group_collide
should iterate through the elements of a copy of the first group using a for
-loop and then call group_collide
with each of these elements on the second group. group_group_collide
should 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 the discard
method for sets to be helpful here.group_group_collide
in 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.
started
to False
, destroy all rocks and prevent any more rocks for spawning until the game is restarted.soundtrack
in the program template.Congratulations! You have completed the assignment. Enjoy playing your game!!!
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:
self.animated
is True
. If so, then choose the correct tile in the image based on the age. The image is tiled horizontally. If self.animated
is False
, it should continue to draw the sprite as before.explosion_group
global variable and initialize it to an empty set.group_collide
, if there is a collision, create a new explosion (an instance of the Sprite class)and add it to the explosion_group
. Make sure that each explosion plays the explosion sound.process_sprite_group
to process explosion_group
.You should now have explosions working!
# implementation of Spaceship - program template for RiceRocks
import simplegui
import math
import random
# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0
started = False
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.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):
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):
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)
missile_group.add(a_missile)
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
# 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)
if self.animated:
self.image_center = [64 + 128 * self.age, 64]
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 age
self.age += 1
if self.age >= self.lifespan:
return True
else:
return False
def get_position(self):
return self.pos
def get_radius(self):
return self.radius
def collide(self, other_object):
if (dist(self.get_position(), other_object.get_position()) < (self.get_radius() + other_object.get_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, rocks, lives, score
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
rocks = 12
lives = 3
score = 0
soundtrack.rewind()
soundtrack.play()
def draw(canvas):
global time, started, lives, score, rocks, rock_group
# 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 ship and sprites
my_ship.draw(canvas)
process_sprite_group(rock_group, canvas)
process_sprite_group(explosion_group, canvas)
process_sprite_group(missile_group, canvas)
# update ship and sprites
my_ship.update()
# determine collisions
if group_collide(rock_group, my_ship):
lives -= 1
if lives <= 0:
started = False
score += group_group_collide(missile_group, rock_group)
# 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())
rocks = 0
rock_group = set([])
soundtrack.pause()
# timer handler that spawns a rock
def rock_spawner():
global rock_group, rocks
if len(rock_group) < 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
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
if a_rock.collide(my_ship):
rock_spawner()
else:
rock_group.add(a_rock)
# take a set and canvas and call the update and draw methods for each sprite in the group
def process_sprite_group(sprite_group, canvas):
for sprite in set(sprite_group):
sprite.draw(canvas)
if sprite.update():
sprite_group.remove(sprite)
# take a set group and a sprite other_object and check for collisions between other_object and elements of the group
def group_collide(group, other_object):
for sprite in set(group):
if sprite.collide(other_object):
an_explosion = Sprite(sprite.get_position(), [0, 0], 0, 0, explosion_image, explosion_info, explosion_sound)
explosion_group.add(an_explosion)
group.remove(sprite)
return True
return False
# 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
def group_group_collide(first_group, second_group):
collide_count = 0
for element in set(first_group):
if group_collide(second_group, element):
collide_count += 1
first_group.discard(element)
return collide_count
# initialize stuff
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)
frame.add_label('How to control the ship?')
frame.add_label('- UP ARROW to accelerate')
frame.add_label('- LEFT ARROW to rotate counter clockwise')
frame.add_label('- RIGHT ARROW to rotate clockwise')
frame.add_label('- SPACE to spawn a missile')
# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
rock_group = set([])
# a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, .1, asteroid_image, asteroid_info)
missile_group = set([])
# a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)
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()