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追求幸福:
这个问题你解决了吗?我也遇到这个问题了,可以交流一下吗
android OpenGL ES实现渲染到透明的纹理 render to transparent texture -
xyxdasnjss:
这个真心不错,支持
App应用之提交到各大市场渠道 -
zh_harry:
楼主是90后吧,下面那句就不说了,太伤自尊
程序员的出路 -
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你当创业是过家家么
程序员的出路 -
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确实很扯,被励志书洗脑严重
程序员的出路
Interactive Python:Mini-project #8 - RiceRocks (Asteroids)
An Introduction to Interactive Programming in Python
Mini-project description -RiceRocks (Asteroids)
For our last mini-project, we will complete the implementation ofRiceRocks, an updated version ofAsteroids, that we began last week. You may start with either your code or theprogram templatewhich includes a full implementaiton 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_rock
and 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_group
function onrock_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:
- Add a
collide
method to the Sprite class. This should take another_object
as an argument and returnTrue
if there is a collision orFalse
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 methodsget_position
andget_radius
on both the Sprite and Ship classes. - Implement a
group_collide
helper function. This function should take a setgroup
and an a spriteother_object
and check for collisions betweenother_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 viaset(group)
. This function should return the number of collisions. Be sure to use thecollide
method from part 1 on the sprites in the group to accomplish this task. - In the draw handler, use the
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.
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_missile
and replace it withmissile_group
. Initialize the missile group to an empty set. Modify your shoot method ofmy_ship
to 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_group
to 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_group
function. - In the
update
method of the Sprite class, increment the age of the sprite every timeupdate
is 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_group
to check the return value ofupdate
for 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_group
to 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_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 afor
-loop and then callgroup_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. - Call
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 ofRiceRocks!!! 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
started
toFalse
, destroy all rocks and prevent any more rocks for spawning until the game is restarted. - When the game restarts, make sure the lives and the score are properly reset. Starting spawning rocks again. 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.animated
isTrue
. If so, then choose the correct tile in the image based on the age. The image is tiled horizontally. Ifself.animated
isFalse
, it should continue to draw the sprite as before. - Create an
explosion_group
global 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_group
to processexplosion_group
.
You should now have explosions working!
代码链接:点击打开链接
代码如下:
# 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 started=True velrate=1 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.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.ogg") missile_sound.set_volume(.5) ship_thrust_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/thrust.ogg") 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,rock_group): for tmp in rock_group: tmp.draw(canvas) if tmp.update(): rock_group.remove(tmp) def group_collide(group,other_object): numcol=0 for tmp in set(group): if tmp.collide(other_object): group.remove(tmp) numcol+=1 return numcol def group_group_collide(group1,group2): numcol=0 for tmp in set(group1): tmpcol=group_collide(group2,tmp) if tmpcol: numcol+=tmpcol group1.remove(tmp) return numcol # 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: self.image_center[0]=135 else: self.image_center[0]=45 canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size,self.angle) def update(self): self.vel[0]*=0.98 self.vel[1]*=0.98 self.pos[0]+=self.vel[0] self.pos[0]%=WIDTH self.pos[1]+=self.vel[1] self.pos[1]%=HEIGHT self.angle+=self.angle_vel if self.thrust: ship_thrust_sound.play() else: ship_thrust_sound.rewind() if self.thrust: foward=angle_to_vector(self.angle) self.vel[0]+=foward[0]/10 self.vel[1]+=foward[1]/10 def shoot(self): global a_missile foward=angle_to_vector(self.angle) tmppos=[self.pos[0]+45*foward[0],self.pos[1]+45*foward[1]] tmpvel=[self.vel[0]+foward[0]*5,self.vel[1]+foward[1]*5] a_missile = Sprite(tmppos, tmpvel, 0, 0, missile_image, missile_info, missile_sound) missile_group.append(a_missile) missile_sound.play() 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): if self.animated: tmpcenter=[self.image_center[0]+self.age*self.image_size[0],self.image_center[1]] canvas.draw_image(self.image, tmpcenter, 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): self.pos[0]+=self.vel[0] self.pos[0]%=WIDTH self.pos[1]+=self.vel[1] self.pos[1]%=HEIGHT self.angle+=self.angle_vel 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(): foward=angle_to_vector(self.angle) tmppos=[self.pos[0]+self.get_radius(),self.pos[1]+self.get_radius()] a_explosion=Sprite(tmppos, [0,0], 0, 0, explosion_image, explosion_info, explosion_sound) explosion_group.append(a_explosion) return True else: return False def draw(canvas): global time,lives,score,rock_group,missile_group,started,explosion_group # 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]) # 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) canvas.draw_text('lives:'+str(lives), (50, 50), 24, "White") canvas.draw_text('score:'+str(score), (WIDTH-100, 50), 24, "White") if group_collide(rock_group,my_ship): lives-=1 if lives==0: started=False rock_group=[] explosion_group=[] canvas.draw_image(splash_image,splash_info.get_center(), splash_info.get_size(), [WIDTH / 2, HEIGHT / 2], splash_info.get_size()) if group_group_collide(rock_group,missile_group): score+=1 # update ship and sprites my_ship.update() # timer handler that spawns a rock def rock_spawner(): global rock_group,started,velrate if not started:return if len(rock_group)<12: pos=[random.random()*WIDTH, random.random()*HEIGHT] while dist(my_ship.get_position(),pos)<200: pos=[random.random()*WIDTH, random.random()*HEIGHT] a_rock = Sprite(pos, [random.random()*velrate, random.random()*velrate], random.random()*2*math.pi, random.random()*0.1, asteroid_image, asteroid_info) velrate+=0.2 rock_group.append(a_rock) def keydown(key): if key==simplegui.KEY_MAP['left']: my_ship.angle_vel=-0.08 elif key==simplegui.KEY_MAP['right']: my_ship.angle_vel=0.08 elif key==simplegui.KEY_MAP['up']: my_ship.thrust=True 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 def mouse_handler(pos): global started,lives,score,velrate,my_ship if started==False and dist(pos,[WIDTH / 2, HEIGHT / 2])<200: started=True lives=3 score=0 velrate=1 my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info) # initialize frame 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=[] missile_group=[] explosion_group=[] # register handlers frame.set_draw_handler(draw) frame.set_keydown_handler(keydown) frame.set_keyup_handler(keyup) frame.set_mouseclick_handler(mouse_handler) timer = simplegui.create_timer(1000.0, rock_spawner) # get things rolling timer.start() frame.start()
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