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Coursera: An Introduction to Interactive Programming in Python. Try on http://www.codeskulptor.org
# http://www.codeskulptor.org/#user38_BFtRPWuJKS_1.py
# Mini-project #6 - Blackjack
import simplegui
import random
# load card sprite - 936x384 - source: jfitz.com
CARD_SIZE = (72, 96)
CARD_CENTER = (36, 48)
card_images = simplegui.load_image("http://storage.googleapis.com/codeskulptor-assets/cards_jfitz.png")
CARD_BACK_SIZE = (72, 96)
CARD_BACK_CENTER = (36, 48)
card_back = simplegui.load_image("http://storage.googleapis.com/codeskulptor-assets/card_jfitz_back.png")
# initialize some useful global variables
in_play = False
outcome = ""
score = 0
matches = 0
# define globals for cards
SUITS = ('C', 'S', 'H', 'D')
RANKS = ('A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K')
VALUES = {'A':1, '2':2, '3':3, '4':4, '5':5, '6':6, '7':7, '8':8, '9':9, 'T':10, 'J':10, 'Q':10, 'K':10}
# define card class
class Card:
def __init__(self, suit, rank):
if (suit in SUITS) and (rank in RANKS):
self.suit = suit
self.rank = rank
self.up = True
else:
self.suit = None
self.rank = None
self.up = None
print "Invalid card: ", suit, rank
def __str__(self):
return self.suit + self.rank
def get_suit(self):
return self.suit
def get_rank(self):
return self.rank
def turn(self):
self.up = not(self.up)
def draw(self, canvas, pos):
if self.up:
card_loc = (CARD_CENTER[0] + CARD_SIZE[0] * RANKS.index(self.rank),
CARD_CENTER[1] + CARD_SIZE[1] * SUITS.index(self.suit))
canvas.draw_image(card_images, card_loc, CARD_SIZE, [pos[0] + CARD_CENTER[0], pos[1] + CARD_CENTER[1]], CARD_SIZE)
else:
card_loc = CARD_BACK_CENTER
canvas.draw_image(card_back, card_loc, CARD_SIZE, [pos[0] + CARD_CENTER[0], pos[1] + CARD_CENTER[1]], CARD_BACK_SIZE)
# define hand class
class Hand:
def __init__(self):
self.cards = []
def __str__(self):
res = "Hand contains"
for card in self.cards:
res += " " + str(card)
return res
def add_card(self, card):
self.cards.append(card)
def get_value(self):
# count aces as 1, if the hand has an ace, then add 10 to hand value if it doesn't bust
#pass # compute the value of the hand, see Blackjack video
value = 0
gotA = False
for card in self.cards:
value += VALUES[card.get_rank()]
if card.get_rank() == 'A':
gotA = True
if gotA and value + 10 <= 21:
value += 10
return value
def draw(self, canvas, pos):
#pass # draw a hand on the canvas, use the draw method for cards
for i in range(len(self.cards)):
card = self.cards[i]
card.draw(canvas, [pos[0] + i * CARD_SIZE[0], pos[1]])
# define deck class
class Deck:
def __init__(self):
self.cards = []
for suit in SUITS:
for rank in RANKS:
self.cards.append(Card(suit, rank))
def shuffle(self):
# shuffle the deck
random.shuffle(self.cards)
def deal_card(self):
card = self.cards.pop()
return card
def __str__(self):
res = ""
for card in self.cards:
res += str(card) + " "
return res
#define event handlers for buttons
def deal():
global outcome, in_play
# your code goes here
global deck, player_hands, dealer_hands, score
global hole_card, matches
if in_play:
matches += 1
deck = Deck()
deck.shuffle()
player_hands = Hand()
dealer_hands = Hand()
player_hands.add_card(deck.deal_card())
player_hands.add_card(deck.deal_card())
dealer_hands.add_card(deck.deal_card())
hole_card = deck.deal_card()
hole_card.turn()
dealer_hands.add_card(hole_card)
print "PLAYER: " + str(player_hands) + " ==> " + str(player_hands.get_value())
#print "DEALER: " + str(dealer_hands) + " ==> " + str(dealer_hands.get_value())
in_play = True
outcome = "Hit or stand?"
def hit():
#pass # replace with your code below
global deck, player_hands, dealer_hands
global in_play, outcome, matches, score
global hole_card
# if the hand is in play, hit the player
if in_play:
player_hands.add_card(deck.deal_card())
print "PLAYER: " + str(player_hands) + " ==> " + str(player_hands.get_value())
# if busted, assign a message to outcome, update in_play and score
if player_hands.get_value() > 21:
outcome = "You have busted. New deal?"
#outcome = "You lose!"
score -= 1
matches += 1
hole_card.turn()
in_play = False
def stand():
#pass # replace with your code below
global deck, player_hands, dealer_hands
global in_play, score, matches, outcome
global hole_card
# if hand is in play, repeatedly hit dealer until his hand has value 17 or more
if in_play:
while dealer_hands.get_value() < 17:
dealer_hands.add_card(deck.deal_card())
print "DEALER: " + str(dealer_hands) + " ==> " + str(dealer_hands.get_value())
# if busted, assign a message to outcome, update in_play and score
if dealer_hands.get_value() > 21 or player_hands.get_value() > dealer_hands.get_value():
score += 1
if dealer_hands.get_value() > 21:
outcome = "Dealer has busted. You won! New deal?"
else:
outcome = "You won! New deal?"
else:
outcome = "You lose! New deal?"
matches += 1
hole_card.turn()
in_play = False
# draw handler
def draw(canvas):
# test to make sure that card.draw works, replace with your code below
global deck, player_hands, dealer_hands
global score, outcome
canvas.draw_text('BLACKJACK', (170, 50), 40, 'Black')
canvas.draw_text(outcome, (100, 130), 24, 'Black')
canvas.draw_text("Score = " + str(score) + "/" + str(matches), (420, 580), 20, 'Black')
canvas.draw_text('YOUR HAND', (100, 190), 20, 'Black')
player_hands.draw(canvas, [100, 200])
canvas.draw_text('DEALER', (100, 390), 20, 'Black')
dealer_hands.draw(canvas, [100, 400])
# initialization frame
frame = simplegui.create_frame("Blackjack", 600, 600)
frame.set_canvas_background("Green")
#create buttons and canvas callback
frame.add_button("Deal", deal, 200)
frame.add_button("Hit", hit, 200)
frame.add_button("Stand", stand, 200)
frame.set_draw_handler(draw)
# get things rolling
deal()
frame.start()
# Try on http://www.codeskulptor.org/#user38_5Q9p2uVHZF_1.py
# implementation of card game - Memory
import simplegui
import random
cards = range(8)
cards.extend(range(8))
# helper function to initialize globals
def new_game():
global state, cards, turns, exposed
exposed = [False for i in range(16)]
state = 0
turns = 0
random.shuffle(cards)
# define event handlers
def mouseclick(pos):
global state, turns, upcard1, upcard2
# add game state logic here
i = (pos[0])/50
if not(exposed[i]):
exposed[i] = True
if state == 0:
state = 1
upcard1 = i
elif state == 1:
state = 2
upcard2 = i
else:
if cards[upcard1] != cards[upcard2]:
exposed[upcard1] = False
exposed[upcard2] = False
turns += 1
state = 1
upcard1 = i
# cards are logically 50x100 pixels in size
def draw(canvas):
global turns
label.set_text("Turns = "+ str(turns))
for i in range(len(cards)):
if exposed[i]:
canvas.draw_text(str(cards[i]), [15 + i * 50, 65], 30, "red")
else:
canvas.draw_polygon([(i * 50, 0), (i * 50 + 50, 0), (i * 50 + 50, 100), (i * 50, 100)], 1, 'White', 'Green')
# create frame and add a button and labels
frame = simplegui.create_frame("Memory", 800, 100)
frame.add_button("Reset", new_game)
label = frame.add_label("Turns = 0")
# register event handlers
frame.set_mouseclick_handler(mouseclick)
frame.set_draw_handler(draw)
# get things rolling
new_game()
frame.start()
# Always remember to review the grading rubric
# Try on http://www.codeskulptor.org/#user38_nR2bj9NEcj_3.py
# Implementation of classic arcade game Pong
import simplegui
import random
# initialize globals - pos and vel encode vertical info for paddles
WIDTH = 600
HEIGHT = 400
BALL_RADIUS = 20
PAD_WIDTH = 8
PAD_HEIGHT = 80
HALF_PAD_WIDTH = PAD_WIDTH / 2
HALF_PAD_HEIGHT = PAD_HEIGHT / 2
LEFT = False
RIGHT = True
# initialize ball_pos and ball_vel for new bal in middle of table
# if direction is RIGHT, the ball's velocity is upper right, else upper left
def spawn_ball(direction):
global ball_pos, ball_vel # these are vectors stored as lists
ball_pos = [WIDTH / 2, HEIGHT / 2]
h = float(random.randrange(120, 240))
v = float(random.randrange(60, 180))
if direction == RIGHT:
ball_vel = [h/100, -v/100]
else:
ball_vel = [-h/100, -v/100]
# define event handlers
def new_game():
global paddle1_pos, paddle2_pos, paddle1_vel, paddle2_vel # these are numbers
global score1, score2 # these are ints
paddle1_pos, paddle2_pos = HALF_PAD_HEIGHT, HALF_PAD_HEIGHT
paddle1_vel, paddle2_vel = 0, 0
score1, score2 = 0, 0
spawn_ball(RIGHT)
def draw(canvas):
global score1, score2, paddle1_pos, paddle2_pos, ball_pos, ball_vel
global paddle1_vel, paddle2_vel
# draw mid line and gutters
canvas.draw_line([WIDTH / 2, 0],[WIDTH / 2, HEIGHT], 1, "White")
canvas.draw_line([PAD_WIDTH, 0],[PAD_WIDTH, HEIGHT], 1, "White")
canvas.draw_line([WIDTH - PAD_WIDTH, 0],[WIDTH - PAD_WIDTH, HEIGHT], 1, "White")
# update ball
ball_pos = [ball_pos[i] + ball_vel[i] for i in range(len(ball_pos))]
if ball_pos[1] < BALL_RADIUS or ball_pos[1] > HEIGHT - BALL_RADIUS:
ball_vel[1] = - ball_vel[1]
if ball_pos[0] > WIDTH + BALL_RADIUS :
spawn_ball(LEFT)
if ball_pos[0] < - BALL_RADIUS:
spawn_ball(RIGHT)
# draw ball
canvas.draw_circle(ball_pos, BALL_RADIUS, 1 , 'White', 'Green')
# update paddle's vertical position, keep paddle on the screen
paddle1_pos += paddle1_vel
paddle2_pos += paddle2_vel
# draw paddles
canvas.draw_line([HALF_PAD_WIDTH, paddle1_pos - HALF_PAD_HEIGHT],[HALF_PAD_WIDTH, paddle1_pos + HALF_PAD_HEIGHT], PAD_WIDTH, 'Blue')
canvas.draw_line([WIDTH - HALF_PAD_WIDTH, paddle2_pos - HALF_PAD_HEIGHT],[WIDTH - HALF_PAD_WIDTH, paddle2_pos + HALF_PAD_HEIGHT], PAD_WIDTH, 'Blue')
# draw scores
def keydown(key):
global paddle1_vel, paddle2_vel
def keyup(key):
global paddle1_vel, paddle2_vel
def reset():
global score1, score2
new_game()
# create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
#timer = simplegui.create_timer(1, draw)
frame.add_button("Reset", reset, 100)
# start frame
new_game()
frame.start()
#timer.start()
# Try on http://www.codeskulptor.org/#user38_ywqU83yx2D_0.py
# 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
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 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):
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]]
a_missile = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound)
missile_group.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 get_position(self):
return self.pos
def get_radius(self):
return self.radius
def draw(self, canvas):
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.lifespan and self.age >= self.lifespan:
return True
else:
return False
def collide(self, other_object):
distance = dist(self.get_position(), other_object.get_position())
min_distance = self.get_radius() + other_object.get_radius()
if(distance < min_distance):
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
global 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
lives = 3
score = 0
#soundtrack.play()
def process_sprite_group(canvas, sprite_group):
for sprite in set(sprite_group):
sprite.draw(canvas)
update = sprite.update()
if update:
sprite_group.remove(sprite)
def group_collide(group, other_object):
for sprite in set(group):
collide = sprite.collide(other_object)
if collide:
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(group1, group2):
count = 0
for sprite in set(group1):
if group_collide(group2, sprite):
group1.discard(sprite)
count += 1
return count
def draw(canvas):
global time, started
global lives, score
global 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(canvas, rock_group)
#a_rock.draw(canvas)
process_sprite_group(canvas, missile_group)
# update ship and sprites
my_ship.update()
#a_rock.update()
#a_missile.update()
if group_collide(rock_group, my_ship):
lives -= 1
if lives == 0:
rock_group = set()
started = False
score += group_group_collide(rock_group, missile_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())
soundtrack.rewind()
# timer handler that spawns a rock
def rock_spawner():
global rock_group
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
level = score * 0.05 + 2
rock_vel = [random.random() * level - level/2, random.random() * level - level/2]
rock_avel = random.random() * .2 - .1
#a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
min_distance = asteroid_info.get_radius() + my_ship.get_radius() + 20
distance = dist(rock_pos, my_ship.get_position())
if started and distance >= min_distance and len(rock_group) < 12:
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
rock_group.add(a_rock)
# 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)
#a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, .1, asteroid_image, asteroid_info)
rock_group = set()
#a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)
missile_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()
# Try on http://www.codeskulptor.org/#user38_W4j2BUtRB8_6.py
# 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
rock_group = set()
missile_group = set()
explosion_group = set()
ship_explosion = 0
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")
ship_explosion_info = ImageInfo([50, 50], [100, 100], 25, 74, True)
ship_explosion_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/explosion.hasgraphics.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(canvas, current_group):
for element in set(current_group):
element.draw(canvas)
if element.update():
current_group.remove(element)
def group_collide(group, other_object):
for element in set(group):
if element.collide(other_object):
group.discard(element)
explosion = Sprite(element.get_position(), [0, 0], 0, 0, explosion_image, explosion_info, explosion_sound)
explosion_group.add(explosion)
if other_object == my_ship:
explosion = Sprite(other_object.get_position(), [0, 0], 0, 0, ship_explosion_image, ship_explosion_info, explosion_sound)
explosion_group.add(explosion)
return True
return False
def group_group_collide(group1, group2):
count_collides = 0
for element in set(group1):
if group_collide(group2, element):
group1.discard(element)
count_collides += 1
return count_collides
# 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)
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] * .3
self.vel[1] += acc[1] * .3
self.vel[0] *= .98
self.vel[1] *= .98
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 += .1
def decrement_angle_vel(self):
self.angle_vel -= .1
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]]
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):
global ship_explosion_image
if self.animated:
if self.image == ship_explosion_image:
dim = [9, 9]
explosion_index = [self.age % dim[0], (self.age // dim[0]) % dim[1]]
canvas.draw_image(self.image,
[self.image_center[0] + explosion_index[0] * self.image_size[0],
self.image_center[1] + explosion_index[1] * self.image_size[1]],
self.image_size, self.pos, self.image_size, self.angle)
else:
index = (self.age % 25) // 1
current_item_center = [self.image_center[0] + index * self.image_size[0], self.image_center[1]]
canvas.draw_image(self.image, current_item_center, 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 get_position(self):
return self.pos
def get_radius(self):
return self.radius
def collide(self, other_object):
distance = dist(self.pos, other_object.get_position())
if distance < self.radius + other_object.get_radius():
return True
return False
def update(self):
# update angle
self.angle += self.angle_vel
self.age += 1
# update position
self.pos[0] = (self.pos[0] + self.vel[0]) % WIDTH
self.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT
if self.age > self.lifespan:
return True
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()
missile_timer.start()
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)
elif key == simplegui.KEY_MAP['space']:
missile_timer.stop()
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
global started, lives, score
lives = 3
score = 0
time = 0
soundtrack.play()
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
def draw(canvas):
global time, started, lives, rock_group, missile_group, 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 group_collide(rock_group, my_ship):
lives -= 1
score += group_group_collide(missile_group, rock_group) * 10
# 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(canvas, rock_group)
process_sprite_group(canvas, missile_group)
process_sprite_group(canvas, explosion_group)
# update ship and sprites
my_ship.update()
if lives == 0:
started = False
missile_group = set([])
rock_group = set([])
# draw splash screen if not started
if not started:
soundtrack.rewind()
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
if started:
rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
compl = score // 100
rock_vel = [(random.random() * .6 - .3) * compl, (random.random() * .6 - .3) * compl]
rock_avel = random.random() * .2 - .1
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
distance = dist(rock_pos, my_ship.get_position())
rock_radius = a_rock.get_radius()
ship_radius = my_ship.get_radius()
if len(rock_group) < 12 and distance > rock_radius + ship_radius + 50:
rock_group.add(a_rock)
# 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)
# register handlers
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
frame.set_mouseclick_handler(click)
frame.set_draw_handler(draw)
soundtrack.rewind()
timer = simplegui.create_timer(1000.0, rock_spawner)
missile_timer = simplegui.create_timer(100.0, my_ship.shoot)
# get things rolling
timer.start()
frame.start()
# Try on http://www.codeskulptor.org/#user38_Zn4zZe4XFt_4.py
# template for "Stopwatch: The Game"
import simplegui
import time
# define global variables
curr = 0
running = False
x = 0
y = 0
# define helper function format that converts time
# in tenths of seconds into formatted string A:BC.D
def format(t):
d = t%10
a = t/600
bc = (t-a*600)/10
if bc <10:
bc_str = '0' + str(bc)
else:
bc_str = str(bc)
return str(a)+':'+ bc_str +'.'+str(d)
# define event handlers for buttons; "Start", "Stop", "Reset"
def start():
global running
running = True
def stop():
global running, x, y
if running:
y += 1
if curr % 10 == 0:
x += 1
running = False
def reset():
global curr, running, x, y
curr = 0
x = 0
y = 0
running = False
# define event handler for timer with 0.1 sec interval
def update():
global curr
if running:
curr += 1
# define draw handler
def draw_handler(canvas):
global curr
canvas.draw_text(format(curr),[100, 100], 34, "Green")
canvas.draw_text(str(x) + '/' + str(y),[250, 30], 24, "White")
# create frame
frame = simplegui.create_frame("Stopwatch: The Game", 300, 200)
# register event handlers
frame.set_draw_handler(draw_handler)
frame.add_button("Start", start, 100)
frame.add_button("Stop", stop, 100)
frame.add_button("Reset", reset, 100)
timer = simplegui.create_timer(100, update)
# start frame
frame.start()
timer.start()
# Please remember to review the grading rubric
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