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missile_command.py
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302 lines (244 loc) · 8.82 KB
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import spgl
import math
import random
# Classes
class MissileCommand(spgl.Game):
def __init__(self, screen_width, screen_height, background_colour, title, splash_time):
spgl.Game.__init__(self, screen_width, screen_height, background_colour, title, splash_time)
self.level = 1
self.score = 0
def click(self, x, y):
closest_missile = None
closest_missile_distance = 100000
for player_missile in player_missiles:
if player_missile.state == 'ready':
a = player_missile.xcor()-x
b = player_missile.ycor()-y
distance = math.sqrt((a**2) + (b**2))
if distance < closest_missile_distance:
closest_missile = player_missile
closest_missile_distance = distance
if closest_missile:
closest_missile.set_target(x, y)
class City(spgl.Sprite):
def __init__(self, shape, color, x, y):
spgl.Sprite.__init__(self, shape, color, x, y)
self.name = 'City'
def destroy(self):
self.clear()
self.penup()
self.setposition(2000, 2000)
self.state = None
cities.remove(self)
def tick(self):
pass
class Silo(spgl.Sprite):
def __init__(self, shape, color, x, y):
spgl.Sprite.__init__(self, shape, color, x, y)
self.name = 'Silo'
def destroy(self):
self.clear()
self.penup()
self.setposition(2000, 2000)
self.state = None
silos.remove(self)
def tick(self):
pass
class PlayerMissile(spgl.Sprite):
def __init__(self, shape, color, x, y):
spgl.Sprite.__init__(self, shape, color, x, y)
self.speed = 7
self.state = 'ready'
self.target_x = 0
self.target_y = 0
self.shapesize(0.2, 0.2, 0)
self.size = 0.2
self.frame = 0.0
self.name = 'Player'
def set_target(self, target_x, target_y):
if self.state == 'ready':
self.target_x = target_x
self.target_y = target_y
self.dx = self.xcor() - target_x
# avoid dive by 0 logic error
if self.dx == 0:
self.dx = 0.01
self.dy = self.ycor() - target_y
self.m = self.dy / self.dx
self.state = 'launched'
def explode(self):
self.frame += 1.0
if self.frame < 30.0:
self.size = self.frame / 10
self.shapesize(self.size, self.size, 0)
elif self.frame < 55:
self.size = (60 - self.frame) / 10
self.shapesize(self.size, self.size, 0)
else:
self.destroy()
def destroy(self):
self.clear()
self.penup()
self.setposition(2000, 2000)
self.state = None
player_missiles.remove(self)
def tick(self):
if self.state == 'launched':
self.pendown()
self.setx(self.xcor() + (1 / self.m) * self.speed)
self.sety(self.ycor() + self.speed)
# check if missile reached target
a = self.xcor()-self.target_x
b = self.ycor()-self.target_y
distance = math.sqrt((a**2) + (b**2))
if distance < 5:
self.state = 'explode'
if self.state == 'explode':
self.explode()
class EnemyMissile(spgl.Sprite):
def __init__(self, shape, color, x, y):
spgl.Sprite.__init__(self, shape, color, x, y)
self.dx = 0
self.dy = 0
self.speed = 4
self.size = 0.2
self.shapesize(self.size, self.size, 0)
self.pendown()
self.state = 'ready'
self.target_x = 0
self.target_y = 0
self.frame = 2
self.name = 'Enemy'
def set_target(self, target):
self.target_x = target.xcor()
self.target_y = target.ycor()
# avoid dive by 0 logic error
self.dx = self.xcor() - target.xcor()
if self.dx == 0:
self.dx = 0.01
self.dy = self.ycor() - target.ycor()
self.m = self.dy / self.dx
self.state = 'launched'
def explode(self):
self.frame += 1.0
if self.frame < 30.0:
self.size = self.frame / 10
self.shapesize(self.size, self.size, 0)
elif self.frame < 55:
self.size = (60 - self.frame) / 10
self.shapesize(self.size, self.size, 0)
else:
self.destroy()
def destroy(self):
self.clear()
self.penup()
self.setposition(2000, 2000)
self.state = None
enemy_missiles.remove(self)
def tick(self):
if self.state == 'launched':
self.setx(self.xcor() - (1/self.m) * self.speed)
self.sety(self.ycor() - self.speed)
# check if missile reached target
a = self.xcor() - self.target_x
b = self.ycor() - self.target_y
distance = math.sqrt((a ** 2) + (b ** 2))
if distance < 10:
self.state = 'explode'
if self.state == 'explode':
self.explode()
# functions
def check_collision(missile, target):
# check if missile is exploding
if missile.state == 'explode':
radius = (missile.size * 20) / 2
if missile.distance(target) < radius:
missile.destroy()
target.destroy()
if missile.name == 'Player' and target.name == 'Enemy':
game.score += 10
# Game set up and scoring
# show hide/splash screen with 0, default is 5
game = MissileCommand(800, 600, "black", "Missile Command", 0)
# Sprites
cities = []
silos = []
# active player missiles used at each level
player_missiles = []
# all player missiles
player_missiles_storage = []
# active enemy missiles used at each level
enemy_missiles = []
# all enemy missiles
enemy_missiles_storage = []
for i in range(6):
cities.append(City("square", "green", -250 + (i * 100), -250))
for i in range(3):
silos.append(Silo("square", "blue", -350 + (i * 350), -225))
for i in range(30):
if i < 10:
x = -350
elif i < 20:
x = 0
else:
x = 350
player_missiles_storage.append(PlayerMissile("circle", "white", x, -225))
for player_missile in player_missiles_storage:
player_missiles.append(player_missile)
for i in range(30):
enemy_missiles_storage.append(EnemyMissile("circle", "red", random.randint(-450, 450), random.randint(400, 800)))
for enemy_missile in enemy_missiles_storage:
if len(enemy_missiles) < game.level:
enemy_missile.set_target(random.choice(cities))
enemy_missiles.append(enemy_missile)
# scoring
game_status = spgl.Label("Level: {} \nScore: {} \nCities: {} \nSilos: {} \nPlayer Missiles: {} \nEnemy Missiles: {}",
"white", -390, 210)
while True:
game.tick()
# check if player missile collides with enemy missile
for player_missile in player_missiles:
for enemy_missile in enemy_missiles:
check_collision(player_missile, enemy_missile)
# check if enemy missile collides with city or silos
for enemy_missile in enemy_missiles:
for city in cities:
check_collision(enemy_missile, city)
for silo in silos:
check_collision(enemy_missile, silo)
# no more enemy missiles left
if len(enemy_missiles) < 1:
# add up score
city_bonus = 100 * len(cities)
silos_bonus = 50 * len(silos)
missile_bonus = 10 * len(player_missiles)
game.score += (city_bonus + silos_bonus + missile_bonus)
print("Level {} Complete".format(game.level))
print("City bonus: {} Silo bonus: {} Missile bonus: {}".format(city_bonus, silos_bonus, missile_bonus))
game.level += 1
# reset enemy missiles
for enemy_missile in enemy_missiles_storage:
if len(enemy_missiles) < game.level:
enemy_missile.set_target(random.choice(cities + silos))
enemy_missiles.append(enemy_missile)
# reset player missiles
for player_missile in player_missiles:
player_missile.destroy()
player_missiles = []
for player_missile in player_missiles_storage:
player_missiles.append(player_missile)
for i in range(30):
if i < 10:
x = -350
elif i < 20:
x = 0
else:
x = 350
player_missiles[i].clear()
player_missiles[i].state = 'ready'
player_missiles[i].setposition(x, -225)
player_missiles[i].shapesize(0.2, 0.2, 0)
player_missiles[i].clear()
game_status.update("Level: {} \nScore: {} \nCities: {} \nSilos: {} \nPlayer Missiles: {} \nEnemy Missiles: {}"
.format(game.level, game.score, len(cities),
len(silos), len(player_missiles), len(enemy_missiles)))