# program template for Spaceship
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
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)

# helper functions
def group_collide(set_group, other_object):
    has_collided = False
    for item in set(set_group):
        if item.collide(other_object):
            set_group.remove(item)
            has_collided = True
    return has_collided

def group_group_collide(set_group, other_set_group):
    collision_count = 0
    for item in set(set_group):
        if group_collide(other_set_group, item):
            collision_count += 1
            set_group.discard(item)
    return collision_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.forward = [0,0]
        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 increment_ang_vel(self):
        self.angle_vel += .05
        
    def decrement_ang_vel(self):
        self.angle_vel -= .05
        
    def thruster_toggle(self):
        self.thrust = not self.thrust
        if self.thrust:
            ship_thrust_sound.play()
        else:
            ship_thrust_sound.rewind()
    
    def shoot(self):
        root = math.sqrt(self.forward[0] ** 2 + self.forward[1] ** 2)
        normalized_forward = [self.forward[0]/root,self.forward[1]/root]
        a_missile = Sprite([self.pos[0] + self.image_size[0] * 0.5 * normalized_forward[0],
                            self.pos[1] + self.image_size[1] * 0.5 * normalized_forward[1]],
                           [self.vel[0] + self.forward[0] * 5, self.vel[1] + self.forward[1] * 5]
                           , 0, 0, missile_image, missile_info, missile_sound)
        missile_group.add(a_missile)
        
    def draw(self,canvas):
        if self.thrust:
            canvas.draw_image(ship_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(ship_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):
        self.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.forward = angle_to_vector(self.angle)
        if self.thrust:
            self.vel[0] += 0.1 * self.forward[0]
            self.vel[1] += 0.1 * self.forward[1]
        self.vel[0] *= 0.99
        self.vel[1] *= 0.99
        
# 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 collide(self, other_object):
        return dist(self.pos, other_object.get_position()) <= (self.radius + other_object.get_radius())
   
    def draw(self, canvas):
        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, "Red", "Red")
    
    def update(self): 

        self.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.age += 1
        return self.age >= self.lifespan
        
def keydown_handler(key):
    if key == simplegui.KEY_MAP["left"]:
        my_ship.decrement_ang_vel()
    elif key == simplegui.KEY_MAP["right"]:
        my_ship.increment_ang_vel()
    elif key == simplegui.KEY_MAP["up"]:
        my_ship.thruster_toggle()
    elif key == simplegui.KEY_MAP["space"]:
        my_ship.shoot()

def keyup_handler(key):
    if key == simplegui.KEY_MAP["left"]:
        my_ship.increment_ang_vel()
    elif key == simplegui.KEY_MAP["right"]:
        my_ship.decrement_ang_vel()
    elif key == simplegui.KEY_MAP["up"]:
        my_ship.thruster_toggle()

def click(pos):
    global started
    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
        timer.start()
        soundtrack.play()
        
def draw(canvas):
    global time, started, 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))

    # draw ship and sprites
    my_ship.draw(canvas)
    
    # update ship and sprites
    my_ship.update()
            
    canvas.draw_text("Lives: " + str(lives), [10, 30], 30, 'red')
    canvas.draw_text("Score: " + str(score), [WIDTH - 110, 30], 30, 'red')
    
    # 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())
    # draw rocks and missiles
    process_sprite_group(rock_group, canvas)
    process_sprite_group(missile_group, canvas)
    # detect collision
    if group_collide(rock_group, my_ship):
        lives -= 1
    collision_nr = group_group_collide(rock_group, missile_group)
    score += collision_nr
    
    #check defeat
    if lives <= 0:
        started = False
        rock_group.intersection_update(set([]))
        timer.stop()
        lives += 3
        score = 0
        soundtrack.pause()
        soundtrack.rewind()
    
def process_sprite_group(a_set, canvas):
    for sprite in set(a_set):
        sprite.draw(canvas)
        expired = sprite.update()   
        if expired:
            a_set.remove(sprite)
        
        
# timer handler that spawns a rock    
def rock_spawner():
    velocity = [random.randint(-30,30)/10.0, random.randint(-30,30)/10.0]
    position = [random.random()*WIDTH, random.random()*HEIGHT]
    ang_velocity = random.randint(-30,30) / 100.0
    a_rock = Sprite(position, velocity, 0, ang_velocity, asteroid_image, asteroid_info)
    if len(rock_group) <= 12 and dist(a_rock.get_position(), my_ship.get_position()) >= 100:
        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([])

# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown_handler)
frame.set_keyup_handler(keyup_handler)
frame.set_mouseclick_handler(click)
timer = simplegui.create_timer(1000.0, rock_spawner)

# get things rolling
timer.start()
frame.start()
591c423029138c73451628048f318126836ab93d
<mask token>


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
    <mask token>


<mask token>


class Ship:

    def __init__(self, pos, vel, angle, image, info):
        self.pos = [pos[0], pos[1]]
        self.vel = [vel[0], vel[1]]
        self.forward = [0, 0]
        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 increment_ang_vel(self):
        self.angle_vel += 0.05

    def decrement_ang_vel(self):
        self.angle_vel -= 0.05

    def thruster_toggle(self):
        self.thrust = not self.thrust
        if self.thrust:
            ship_thrust_sound.play()
        else:
            ship_thrust_sound.rewind()

    def shoot(self):
        root = math.sqrt(self.forward[0] ** 2 + self.forward[1] ** 2)
        normalized_forward = [self.forward[0] / root, self.forward[1] / root]
        a_missile = Sprite([self.pos[0] + self.image_size[0] * 0.5 *
            normalized_forward[0], self.pos[1] + self.image_size[1] * 0.5 *
            normalized_forward[1]], [self.vel[0] + self.forward[0] * 5, 
            self.vel[1] + self.forward[1] * 5], 0, 0, missile_image,
            missile_info, missile_sound)
        missile_group.add(a_missile)

    def draw(self, canvas):
        if self.thrust:
            canvas.draw_image(ship_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(ship_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[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.forward = angle_to_vector(self.angle)
        if self.thrust:
            self.vel[0] += 0.1 * self.forward[0]
            self.vel[1] += 0.1 * self.forward[1]
        self.vel[0] *= 0.99
        self.vel[1] *= 0.99


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 collide(self, other_object):
        return dist(self.pos, other_object.get_position()
            ) <= self.radius + other_object.get_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):
        self.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.age += 1
        return self.age >= self.lifespan


<mask token>

<mask token>


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


<mask token>


class Ship:

    def __init__(self, pos, vel, angle, image, info):
        self.pos = [pos[0], pos[1]]
        self.vel = [vel[0], vel[1]]
        self.forward = [0, 0]
        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 increment_ang_vel(self):
        self.angle_vel += 0.05

    def decrement_ang_vel(self):
        self.angle_vel -= 0.05

    def thruster_toggle(self):
        self.thrust = not self.thrust
        if self.thrust:
            ship_thrust_sound.play()
        else:
            ship_thrust_sound.rewind()

    def shoot(self):
        root = math.sqrt(self.forward[0] ** 2 + self.forward[1] ** 2)
        normalized_forward = [self.forward[0] / root, self.forward[1] / root]
        a_missile = Sprite([self.pos[0] + self.image_size[0] * 0.5 *
            normalized_forward[0], self.pos[1] + self.image_size[1] * 0.5 *
            normalized_forward[1]], [self.vel[0] + self.forward[0] * 5, 
            self.vel[1] + self.forward[1] * 5], 0, 0, missile_image,
            missile_info, missile_sound)
        missile_group.add(a_missile)

    def draw(self, canvas):
        if self.thrust:
            canvas.draw_image(ship_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(ship_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[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.forward = angle_to_vector(self.angle)
        if self.thrust:
            self.vel[0] += 0.1 * self.forward[0]
            self.vel[1] += 0.1 * self.forward[1]
        self.vel[0] *= 0.99
        self.vel[1] *= 0.99


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 collide(self, other_object):
        return dist(self.pos, other_object.get_position()
            ) <= self.radius + other_object.get_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):
        self.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.age += 1
        return self.age >= self.lifespan


<mask token>


def process_sprite_group(a_set, canvas):
    for sprite in set(a_set):
        sprite.draw(canvas)
        expired = sprite.update()
        if expired:
            a_set.remove(sprite)


<mask token>

<mask token>


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


<mask token>


def dist(p, q):
    return math.sqrt((p[0] - q[0]) ** 2 + (p[1] - q[1]) ** 2)


<mask token>


class Ship:

    def __init__(self, pos, vel, angle, image, info):
        self.pos = [pos[0], pos[1]]
        self.vel = [vel[0], vel[1]]
        self.forward = [0, 0]
        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 increment_ang_vel(self):
        self.angle_vel += 0.05

    def decrement_ang_vel(self):
        self.angle_vel -= 0.05

    def thruster_toggle(self):
        self.thrust = not self.thrust
        if self.thrust:
            ship_thrust_sound.play()
        else:
            ship_thrust_sound.rewind()

    def shoot(self):
        root = math.sqrt(self.forward[0] ** 2 + self.forward[1] ** 2)
        normalized_forward = [self.forward[0] / root, self.forward[1] / root]
        a_missile = Sprite([self.pos[0] + self.image_size[0] * 0.5 *
            normalized_forward[0], self.pos[1] + self.image_size[1] * 0.5 *
            normalized_forward[1]], [self.vel[0] + self.forward[0] * 5, 
            self.vel[1] + self.forward[1] * 5], 0, 0, missile_image,
            missile_info, missile_sound)
        missile_group.add(a_missile)

    def draw(self, canvas):
        if self.thrust:
            canvas.draw_image(ship_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(ship_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[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.forward = angle_to_vector(self.angle)
        if self.thrust:
            self.vel[0] += 0.1 * self.forward[0]
            self.vel[1] += 0.1 * self.forward[1]
        self.vel[0] *= 0.99
        self.vel[1] *= 0.99


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 collide(self, other_object):
        return dist(self.pos, other_object.get_position()
            ) <= self.radius + other_object.get_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):
        self.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.age += 1
        return self.age >= self.lifespan


def keydown_handler(key):
    if key == simplegui.KEY_MAP['left']:
        my_ship.decrement_ang_vel()
    elif key == simplegui.KEY_MAP['right']:
        my_ship.increment_ang_vel()
    elif key == simplegui.KEY_MAP['up']:
        my_ship.thruster_toggle()
    elif key == simplegui.KEY_MAP['space']:
        my_ship.shoot()


<mask token>


def click(pos):
    global started
    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
        timer.start()
        soundtrack.play()


<mask token>


def process_sprite_group(a_set, canvas):
    for sprite in set(a_set):
        sprite.draw(canvas)
        expired = sprite.update()
        if expired:
            a_set.remove(sprite)


<mask token>

<mask token>


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


<mask token>


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)


<mask token>


class Ship:

    def __init__(self, pos, vel, angle, image, info):
        self.pos = [pos[0], pos[1]]
        self.vel = [vel[0], vel[1]]
        self.forward = [0, 0]
        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 increment_ang_vel(self):
        self.angle_vel += 0.05

    def decrement_ang_vel(self):
        self.angle_vel -= 0.05

    def thruster_toggle(self):
        self.thrust = not self.thrust
        if self.thrust:
            ship_thrust_sound.play()
        else:
            ship_thrust_sound.rewind()

    def shoot(self):
        root = math.sqrt(self.forward[0] ** 2 + self.forward[1] ** 2)
        normalized_forward = [self.forward[0] / root, self.forward[1] / root]
        a_missile = Sprite([self.pos[0] + self.image_size[0] * 0.5 *
            normalized_forward[0], self.pos[1] + self.image_size[1] * 0.5 *
            normalized_forward[1]], [self.vel[0] + self.forward[0] * 5, 
            self.vel[1] + self.forward[1] * 5], 0, 0, missile_image,
            missile_info, missile_sound)
        missile_group.add(a_missile)

    def draw(self, canvas):
        if self.thrust:
            canvas.draw_image(ship_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(ship_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[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.forward = angle_to_vector(self.angle)
        if self.thrust:
            self.vel[0] += 0.1 * self.forward[0]
            self.vel[1] += 0.1 * self.forward[1]
        self.vel[0] *= 0.99
        self.vel[1] *= 0.99


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 collide(self, other_object):
        return dist(self.pos, other_object.get_position()
            ) <= self.radius + other_object.get_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):
        self.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.age += 1
        return self.age >= self.lifespan


def keydown_handler(key):
    if key == simplegui.KEY_MAP['left']:
        my_ship.decrement_ang_vel()
    elif key == simplegui.KEY_MAP['right']:
        my_ship.increment_ang_vel()
    elif key == simplegui.KEY_MAP['up']:
        my_ship.thruster_toggle()
    elif key == simplegui.KEY_MAP['space']:
        my_ship.shoot()


<mask token>


def click(pos):
    global started
    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
        timer.start()
        soundtrack.play()


<mask token>


def process_sprite_group(a_set, canvas):
    for sprite in set(a_set):
        sprite.draw(canvas)
        expired = sprite.update()
        if expired:
            a_set.remove(sprite)


<mask token>

# program template for Spaceship
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
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)

# helper functions
def group_collide(set_group, other_object):
    has_collided = False
    for item in set(set_group):
        if item.collide(other_object):
            set_group.remove(item)
            has_collided = True
    return has_collided

def group_group_collide(set_group, other_set_group):
    collision_count = 0
    for item in set(set_group):
        if group_collide(other_set_group, item):
            collision_count += 1
            set_group.discard(item)
    return collision_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.forward = [0,0]
        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 increment_ang_vel(self):
        self.angle_vel += .05
        
    def decrement_ang_vel(self):
        self.angle_vel -= .05
        
    def thruster_toggle(self):
        self.thrust = not self.thrust
        if self.thrust:
            ship_thrust_sound.play()
        else:
            ship_thrust_sound.rewind()
    
    def shoot(self):
        root = math.sqrt(self.forward[0] ** 2 + self.forward[1] ** 2)
        normalized_forward = [self.forward[0]/root,self.forward[1]/root]
        a_missile = Sprite([self.pos[0] + self.image_size[0] * 0.5 * normalized_forward[0],
                            self.pos[1] + self.image_size[1] * 0.5 * normalized_forward[1]],
                           [self.vel[0] + self.forward[0] * 5, self.vel[1] + self.forward[1] * 5]
                           , 0, 0, missile_image, missile_info, missile_sound)
        missile_group.add(a_missile)
        
    def draw(self,canvas):
        if self.thrust:
            canvas.draw_image(ship_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(ship_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):
        self.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.forward = angle_to_vector(self.angle)
        if self.thrust:
            self.vel[0] += 0.1 * self.forward[0]
            self.vel[1] += 0.1 * self.forward[1]
        self.vel[0] *= 0.99
        self.vel[1] *= 0.99
        
# 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 collide(self, other_object):
        return dist(self.pos, other_object.get_position()) <= (self.radius + other_object.get_radius())
   
    def draw(self, canvas):
        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, "Red", "Red")
    
    def update(self): 

        self.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.pos[0] %= WIDTH
        self.pos[1] %= HEIGHT
        self.angle += self.angle_vel
        self.age += 1
        return self.age >= self.lifespan
        
def keydown_handler(key):
    if key == simplegui.KEY_MAP["left"]:
        my_ship.decrement_ang_vel()
    elif key == simplegui.KEY_MAP["right"]:
        my_ship.increment_ang_vel()
    elif key == simplegui.KEY_MAP["up"]:
        my_ship.thruster_toggle()
    elif key == simplegui.KEY_MAP["space"]:
        my_ship.shoot()

def keyup_handler(key):
    if key == simplegui.KEY_MAP["left"]:
        my_ship.increment_ang_vel()
    elif key == simplegui.KEY_MAP["right"]:
        my_ship.decrement_ang_vel()
    elif key == simplegui.KEY_MAP["up"]:
        my_ship.thruster_toggle()

def click(pos):
    global started
    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
        timer.start()
        soundtrack.play()
        
def draw(canvas):
    global time, started, 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))

    # draw ship and sprites
    my_ship.draw(canvas)
    
    # update ship and sprites
    my_ship.update()
            
    canvas.draw_text("Lives: " + str(lives), [10, 30], 30, 'red')
    canvas.draw_text("Score: " + str(score), [WIDTH - 110, 30], 30, 'red')
    
    # 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())
    # draw rocks and missiles
    process_sprite_group(rock_group, canvas)
    process_sprite_group(missile_group, canvas)
    # detect collision
    if group_collide(rock_group, my_ship):
        lives -= 1
    collision_nr = group_group_collide(rock_group, missile_group)
    score += collision_nr
    
    #check defeat
    if lives <= 0:
        started = False
        rock_group.intersection_update(set([]))
        timer.stop()
        lives += 3
        score = 0
        soundtrack.pause()
        soundtrack.rewind()
    
def process_sprite_group(a_set, canvas):
    for sprite in set(a_set):
        sprite.draw(canvas)
        expired = sprite.update()   
        if expired:
            a_set.remove(sprite)
        
        
# timer handler that spawns a rock    
def rock_spawner():
    velocity = [random.randint(-30,30)/10.0, random.randint(-30,30)/10.0]
    position = [random.random()*WIDTH, random.random()*HEIGHT]
    ang_velocity = random.randint(-30,30) / 100.0
    a_rock = Sprite(position, velocity, 0, ang_velocity, asteroid_image, asteroid_info)
    if len(rock_group) <= 12 and dist(a_rock.get_position(), my_ship.get_position()) >= 100:
        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([])

# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown_handler)
frame.set_keyup_handler(keyup_handler)
frame.set_mouseclick_handler(click)
timer = simplegui.create_timer(1000.0, rock_spawner)

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