标签:des style blog http io color ar os 使用
Phase one - Spaceship
第一部分控制飞船.飞船行为如下:
Phase two - Rocks
为了完成岩石,我们将使用Sprit类,Sprite的更新函数跟飞船的更新函数很类似. 主要的区别是飞船的速度和角度是由按键控制的。 sprites里面这些参数是随机创造的.岩石的包装跟飞船是相同的。
模板中 全局变量a_rock开始速度是0.我们希望通过计时器每秒产生一个。下周我们将天津多重岩石。这周飞船撞到岩石不好挂掉。下周会挂掉。为了完成岩石,我们有如下建议:
为了完成导弹, 我们跟岩石类一样使用sprite类。导弹要有零度的角速度 他要有寿命( 他们应该在确定的时间后消失,不然最终整个屏幕都是导弹了), 这周我们可以先忽视它。 而且现在的话,我们只允许一个单独的导弹并且它不会击毁岩石 ,下周再加更多特性
按空格发射导弹,不是像岩石那样的计时器. 他们应该跟飞船和岩石一样screen wrap.其他过程比较类似:
我们RiceRocks简单的展示了剩余的生命数和分数。这周这些元素不用改变。 但是下周要改。添加代码到draw handler里面,使用全局变量作为现在的生命和分数。
# program template for Spaceship import simplegui import math import random # globals for user interface WIDTH = 800 HEIGHT = 600 score = 0 lives = 3 time = 0.5 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])#碎片 debris_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/debris2_blue.png") # nebula images - nebula_brown.png, nebula_blue.png#星云 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 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): #canvas.draw_circle(self.pos, self.radius, 1, "White", "White") if self.thrust == False: canvas.draw_image(self.image, self.image_center, self.image_size, self.pos,self.image_size,self.angle) else: canvas.draw_image(self.image, [self.image_center[0]+90,self.image_center[1]], self.image_size, self.pos,self.image_size,self.angle) def shoot(self): global a_missile a_missile = Sprite([my_ship.pos[0]+30*math.cos(my_ship.angle),my_ship.pos[1]+30*math.sin(my_ship.angle)],[my_ship.vel[0] + 10*math.cos(my_ship.angle), my_ship.vel[1] + 10*math.sin(my_ship.angle)],0,0,missile_image,missile_info) missile_sound.play() def update(self): self.pos[0] += self.vel[0]#位置更新 self.pos[1] += self.vel[1] self.angle += self.angle_vel#连续旋转 self.vel[0] *= 0.96#摩擦力更新 self.vel[1] *= 0.96 forward = [math.cos(self.angle), math.sin(self.angle)] if self.thrust: self.vel[0] += forward[0] self.vel[1] += forward[1] if self.pos[0] > WIDTH: self.pos[0] = 0 elif self.pos[0] < 0: self.pos[0] = WIDTH elif self.pos[1] > HEIGHT: self.pos[1] = 0 elif self.pos[1] < 0: self.pos[1] = HEIGHT # 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_circle(self.pos, self.radius, 1, "Red", "Red") canvas.draw_image(self.image, self.image_center, self.image_size, self.pos,self.image_size,self.angle) def update(self): self.angle += self.angle_vel self.pos[0] += self.vel[0] self.pos[1] += self.vel[1] if self.pos[0] > WIDTH: self.pos[0] = 0 elif self.pos[0] < 0: self.pos[0] = WIDTH elif self.pos[1] > HEIGHT: self.pos[1] = 0 elif self.pos[1] < 0: self.pos[1] = HEIGHT def draw(canvas): global time, 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)) canvas.draw_text("Lives", [50, 50], 20, "White") canvas.draw_text(str(lives), [50, 70], 20, "White") canvas.draw_text("Score", [700, 50], 20, "White") canvas.draw_text(str(score), [700, 70], 20, "White") # draw ship and sprites my_ship.draw(canvas) a_rock.draw(canvas) a_missile.draw(canvas) # update ship and sprites my_ship.update() a_rock.update() a_missile.update() # timer handler that spawns a rock def rock_spawner(): global a_rock a_rock = Sprite([random.randrange(0, HEIGHT), random.randrange(0, WIDTH)], [random.randrange(-100, 100)/100.0, random.randrange(-10, 10)/10.0], 0, random.randrange(-2, 2)/ 10.0, asteroid_image, asteroid_info) # initialize frame frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT) def keydown(key): if key == simplegui.KEY_MAP["left"]: my_ship.angle_vel += -0.1 elif key == simplegui.KEY_MAP["right"]: my_ship.angle_vel += 0.1 elif key == simplegui.KEY_MAP["up"]: my_ship.thrust = True#加了这一行就可以前进啦!! ship_thrust_sound.play() elif key == simplegui.KEY_MAP["space"]: my_ship.shoot() def keyup(key): if key == simplegui.KEY_MAP["left"]: my_ship.angle_vel = 0 elif key == simplegui.KEY_MAP["right"]: my_ship.angle_vel = 0 elif key == simplegui.KEY_MAP["up"]: my_ship.thrust = False ship_thrust_sound.pause() frame.set_keydown_handler(keydown) frame.set_keyup_handler(keyup) # initialize ship and two sprites my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info) a_rock = Sprite([random.randrange(0, HEIGHT), random.randrange(0, WIDTH)], [random.randrange(-10, 10)/10.0, random.randrange(-10, 10)/10.0], 0, random.randrange(-2, 2)/ 10.0, asteroid_image, asteroid_info) a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound) # register handlers frame.set_draw_handler(draw) timer = simplegui.create_timer(1000.0, rock_spawner) # get things rolling timer.start() frame.start()
标签:des style blog http io color ar os 使用
原文地址:http://www.cnblogs.com/tufei7/p/4097259.html