# program template for Spaceship
import simplegui
import math
import random

# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0
FRICTION = .99
started = False
max_rocks = 10

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
#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")

# alternative upbeat soundtrack by composer and former IIPP student Emiel Stopler
# please do not redistribute without permission from Emiel at http://www.filmcomposer.nl
soundtrack = simplegui.load_sound("https://storage.googleapis.com/codeskulptor-assets/ricerocks_theme.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(set1,canvas):
    for i in set(set1):
        i.draw(canvas)
        if i.update():
            set1.remove(i)
            
def group_collide(set1,other_object):
    global explosion_group
    for i in set(set1):
        if i.collide(other_object): 
            my_explosion = Sprite(i.pos,i.vel,0 ,0 , explosion_image, explosion_info,explosion_sound)
            explosion_group.add(my_explosion)
            set1.remove(i)
            return True
    return False

def group_group_collide(set1,set2):
    count = 0
    for i in set(set1):
        if group_collide(set2,i):
            set1.discard(i)
            count += 1
    return count
        
# 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]+90,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):      
        self.angle += self.angle_vel
        orient = angle_to_vector(self.angle) 
        self.pos[0] = (self.pos[0]+ self.vel[0]) % WIDTH
        self.pos[1] = (self.pos[1]+ self.vel[1]) % HEIGHT
        self.vel[0] *= FRICTION
        self.vel[1] *= FRICTION
        if self.thrust:
            self.vel[0] += orient[0] * .1
            self.vel[1] += orient[1] * .1
            
    def change_angle_left(self):
        self.angle_vel -= .1
    def change_angle_right(self):
        self.angle_vel += .1
    def change_angle_stop(self):
        self.angle_vel = 0
    def set_thrust(self,to_thrust):
        self.thrust = to_thrust
    def shoot(self):
        global a_missile
        orient = angle_to_vector(self.angle)
        vel0 = my_ship.vel[0] + orient[0] * 10
        vel1 = my_ship.vel[1] + orient[1] * 10
        pos0 = my_ship.pos[0] + orient[0] * (my_ship.radius+5)
        pos1 = my_ship.pos[1] + orient[1] * (my_ship.radius+5)
        a_missile = Sprite([pos0,pos1], [vel0,vel1], 0, 0, missile_image, missile_info, missile_sound)
        missile_group.add(a_missile)
    
    
    def get_radius(self):
        return self.radius
    
    def get_position(self):
        return self.pos
    
# 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:
            self.image_center = [self.image_center[0] + self.age * self.image_size[0],self.image_center[1]]
            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,self.image_size,self.pos,self.image_size,self.angle)
        
    def update(self):
        self.angle += self.angle_vel
        self.pos[0] = (self.pos[0]+ self.vel[0]) % WIDTH
        self.pos[1] = (self.pos[1]+ self.vel[1]) % HEIGHT
        self.age += 1
        if self.age >= self.lifespan:
            return True
        else:
            return False
    
    def collide(self,other_object):
        if dist(self.pos,other_object.get_position())<= (self.radius + other_object.get_radius()):
            return True
        return False
    
    def get_radius(self):
        return self.radius
    
    def get_position(self):
        return self.pos
         
def draw(canvas):
    global time,score,started,lives,delay
    
    # animate 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 ship and sprites
    try:
        
        if lives > 0:
            my_ship.draw(canvas)
            my_ship.update()
          
            process_sprite_group(rock_group,canvas)
            process_sprite_group(missile_group,canvas)
            process_sprite_group(explosion_group,canvas)
            if group_collide(rock_group,my_ship):
                ship_kaboom = Sprite(my_ship.pos,my_ship.vel,0 ,0 , explosion_image, explosion_info,explosion_sound)
                explosion_group.add(ship_kaboom)
                lives -= 1
            score += group_group_collide(rock_group,missile_group)
        
    except NameError:
        pass
    except AttributeError:
        pass
    
    # update lives and scores
    canvas.draw_text('Lives: '+str(lives),[WIDTH*.1,HEIGHT*.1],20,'white')
    canvas.draw_text('Score: '+str(score),[WIDTH*.8,HEIGHT*.1],20,'white')
    if lives == 0 and started:
        started = False
        soundtrack.rewind()
        if len(rock_group) > 0:
            for i in set(rock_group):
                rock_group.remove(i)

    if not started:
        canvas.draw_image(splash_image,
                          splash_info.get_center(),
                          splash_info.get_size(),
                          [WIDTH / 2, HEIGHT / 2],
                          splash_info.get_size())
# key handlers
def keydown(key):
    if simplegui.KEY_MAP['left'] == key:
        my_ship.change_angle_left()
    elif simplegui.KEY_MAP['right'] == key:
        my_ship.change_angle_right()
    elif simplegui.KEY_MAP['up'] == key:
        my_ship.set_thrust(True)
        ship_thrust_sound.play()
    elif simplegui.KEY_MAP['space'] == key:
        my_ship.shoot()
        

def keyup(key):
    if simplegui.KEY_MAP['left'] == key:
        my_ship.change_angle_stop()
    elif simplegui.KEY_MAP['right'] == key:
        my_ship.change_angle_stop()
    elif simplegui.KEY_MAP['up'] == key:
        my_ship.set_thrust(False)
        ship_thrust_sound.rewind()
        
# mouseclick handlers that reset UI and conditions whether splash image is drawn
def click(pos):
    global started,score,lives,my_ship
    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
        score = 0
        lives = 3
        soundtrack.play()
        my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
        
# timer handler that spawns a rock    
def rock_spawner():
    global rock_group
    pos = [WIDTH * random.randrange(1,100)/100, HEIGHT * random.randrange(1,100)/100]
    vel = [random.randrange(-10,20)/10.0, random.randrange(-10,20)/10.0]
    ang = random.randrange(1,7)
    vel_ang = random.randrange(-10,10)/100.0
    spawn_on_ship = dist(pos,my_ship.pos)

    if len(rock_group) < max_rocks and started:
        if spawn_on_ship > 2 * my_ship.get_radius():
            a_rock = Sprite(pos,vel,ang,vel_ang, asteroid_image, asteroid_info)
            rock_group.add(a_rock)
    
# 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 = set([])
missile_group = set([])
explosion_group = set([])


#rock_spawner()
#a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, 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)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.set_mouseclick_handler(click)
timer = simplegui.create_timer(1000.0, rock_spawner)

# get things rolling
timer.start()
frame.start()