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| Original file line number | Diff line number | Diff line change |
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| @@ -0,0 +1,327 @@ | ||
| load("render.star", "render") | ||
| load("random.star", "random") | ||
| load("time.star", "time") | ||
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| # Precomputed Sine and Cosine (36 steps, 10 degrees each) | ||
| COS = [1.0, 0.985, 0.94, 0.866, 0.766, 0.643, 0.5, 0.342, 0.174, 0.0, -0.174, -0.342, -0.5, -0.643, -0.766, -0.866, -0.94, -0.985, -1.0, -0.985, -0.94, -0.866, -0.766, -0.643, -0.5, -0.342, -0.174, -0.0, 0.174, 0.342, 0.5, 0.643, 0.766, 0.866, 0.94, 0.985] | ||
| SIN = [0.0, 0.174, 0.342, 0.5, 0.643, 0.766, 0.866, 0.94, 0.985, 1.0, 0.985, 0.94, 0.866, 0.766, 0.643, 0.5, 0.342, 0.174, 0.0, -0.174, -0.342, -0.5, -0.643, -0.766, -0.866, -0.94, -0.985, -1.0, -0.985, -0.94, -0.866, -0.766, -0.643, -0.5, -0.342, -0.174] | ||
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markgreinke marked this conversation as resolved.
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| def get_line_pixels(x0, y0, x1, y1): | ||
| pixels = [] | ||
| dx = abs(x1 - x0) | ||
| dy = -abs(y1 - y0) | ||
| sx = 1 if x0 < x1 else -1 | ||
| sy = 1 if y0 < y1 else -1 | ||
| err = dx + dy | ||
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| # Failsafe loop to prevent Pixlet timeouts | ||
| for _ in range(150): | ||
| pixels.append((x0, y0)) | ||
| if x0 == x1 and y0 == y1: | ||
| break | ||
| e2 = 2 * err | ||
| if e2 >= dy: | ||
| err += dy | ||
| x0 += sx | ||
| if e2 <= dx: | ||
| err += dx | ||
| y0 += sy | ||
| return pixels | ||
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| def draw_shape(cx, cy, points, angle_idx, scale): | ||
| pixels = [] | ||
| c = COS[angle_idx % 36] | ||
| s = SIN[angle_idx % 36] | ||
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| rotated = [] | ||
| for p in points: | ||
| rx = p[0] * c - p[1] * s | ||
| ry = p[0] * s + p[1] * c | ||
| rotated.append((int(cx + rx * scale), int(cy + ry * scale))) | ||
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| for i in range(len(rotated)): | ||
| p1 = rotated[i] | ||
| p2 = rotated[(i + 1) % len(rotated)] | ||
| pixels.extend(get_line_pixels(p1[0], p1[1], p2[0], p2[1])) | ||
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| return pixels | ||
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| def spawn_fragments(a, new_asteroids_list): | ||
| if a["tier"] <= 1: | ||
| return | ||
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| t = a["tier"] - 1 | ||
| s = a["scale"] * 0.6 | ||
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| # Physics: By adding and subtracting vx/vy, the resulting vectors are rotated 45 degrees | ||
| # and their magnitude increases by exactly sqrt(2). After two splits (Tier 3 -> 2 -> 1), | ||
| # the final small asteroids will mathematically move exactly 2x as fast as the large ones. | ||
| vx1 = a["vx"] - a["vy"] | ||
| vy1 = a["vy"] + a["vx"] | ||
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| vx2 = a["vx"] + a["vy"] | ||
| vy2 = a["vy"] - a["vx"] | ||
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| new_asteroids_list.append({"x": a["x"] + vx1 * 4, "y": a["y"] + vy1 * 4, "vx": vx1, "vy": vy1, "points": a["points"], "scale": s, "angle": a["angle"], "spin": a["spin"] * 2, "tier": t}) | ||
| new_asteroids_list.append({"x": a["x"] + vx2 * 4, "y": a["y"] + vy2 * 4, "vx": vx2, "vy": vy2, "points": a["points"], "scale": s, "angle": a["angle"] + 18, "spin": -a["spin"] * 2, "tier": t}) | ||
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| def main(): | ||
| # Seed the randomizer to ensure a unique starting orientation each time | ||
| random.seed(time.now().unix_nano) | ||
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| frames = [] | ||
| num_frames = 150 | ||
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| ship_x = 32.0 | ||
| ship_y = 16.0 | ||
| ship_scale = 0.65 | ||
| ship_speed = 0.8 | ||
| ship_dead_timer = 0 | ||
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| # Pick a random starting angle from the 36 available steps | ||
| ship_angle_idx = random.number(0, 35) | ||
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| ship_points = [(4, 0), (-3, -3), (-1, 0), (-3, 3)] | ||
| ship_particles = [] | ||
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| ast1_points = [(2, -2), (3, 0), (2, 2), (0, 3), (-2, 2), (-3, 0), (-2, -3), (0, -2)] | ||
| ast2_points = [(1, -3), (3, -1), (2, 2), (-1, 3), (-3, 1), (-2, -2)] | ||
| ast3_points = [(2, -1), (1, 1), (-1, 2), (-2, 0), (-1, -2)] | ||
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| # Lowered initial speeds so the large asteroids move exactly half the speed of the small ones | ||
| asteroids = [ | ||
| {"x": 10.0, "y": 5.0, "vx": 0.4, "vy": 0.2, "points": ast1_points, "scale": 1.5, "angle": 0, "spin": 1, "tier": 3}, | ||
| {"x": 50.0, "y": 25.0, "vx": -0.3, "vy": -0.3, "points": ast2_points, "scale": 1.5, "angle": 5, "spin": -1, "tier": 3}, | ||
| {"x": 10.0, "y": 25.0, "vx": 0.4, "vy": -0.2, "points": ast3_points, "scale": 1.5, "angle": 12, "spin": 2, "tier": 3}, | ||
| ] | ||
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| bullets = [] | ||
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| background_elements = [ | ||
| render.Box(width = 64, height = 32, color = "#000000"), | ||
| render.Padding(pad = (10, 10, 0, 0), child = render.Box(width = 1, height = 1, color = "#444")), | ||
| render.Padding(pad = (50, 5, 0, 0), child = render.Box(width = 1, height = 1, color = "#444")), | ||
| render.Padding(pad = (25, 28, 0, 0), child = render.Box(width = 1, height = 1, color = "#444")), | ||
| render.Padding(pad = (60, 20, 0, 0), child = render.Box(width = 1, height = 1, color = "#444")), | ||
| ] | ||
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| for i in range(num_frames): | ||
| frame_children = list(background_elements) | ||
| all_pixels = {} | ||
| destroyed_asteroids = {} | ||
| new_asteroids = [] | ||
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| # 1. Ship AI, State, & Movement | ||
| if ship_dead_timer > 0: | ||
| ship_dead_timer -= 1 | ||
| if ship_dead_timer == 0: | ||
| ship_x = 32.0 | ||
| ship_y = 16.0 | ||
| # When respawning after a crash, pick a new random orientation | ||
| ship_angle_idx = random.number(0, 35) | ||
| else: | ||
| danger = False | ||
| turn_dir = 0 | ||
| closest_dist = 9999 | ||
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| c_forward = COS[ship_angle_idx % 36] | ||
| s_forward = SIN[ship_angle_idx % 36] | ||
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| # AI: Scan for nearby asteroids in the forward trajectory | ||
| for a_idx in range(len(asteroids)): | ||
| if a_idx in destroyed_asteroids: | ||
| continue | ||
| a = asteroids[a_idx] | ||
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| dx = a["x"] - ship_x | ||
| if dx > 32: | ||
| dx -= 64.0 | ||
| elif dx < -32: | ||
| dx += 64.0 | ||
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| dy = a["y"] - ship_y | ||
| if dy > 16: | ||
| dy -= 32.0 | ||
| elif dy < -16: | ||
| dy += 32.0 | ||
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| dist_sq = dx * dx + dy * dy | ||
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| if dist_sq < 400: | ||
| dot = c_forward * dx + s_forward * dy | ||
| if dot > 0: | ||
| if dist_sq < closest_dist: | ||
| closest_dist = dist_sq | ||
| danger = True | ||
| cross = c_forward * dy - s_forward * dx | ||
| if cross > 0: | ||
| turn_dir = -2 | ||
| else: | ||
| turn_dir = 2 | ||
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| if danger: | ||
| ship_angle_idx = (ship_angle_idx + turn_dir) % 36 | ||
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| c = COS[ship_angle_idx] | ||
| s = SIN[ship_angle_idx] | ||
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| ship_x = (ship_x + ship_speed * c) % 64 | ||
| ship_y = (ship_y + ship_speed * s) % 32 | ||
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| # Fire pattern: Strict maximum of 2 bullets alive | ||
| cycle = i % 24 | ||
| if (cycle == 0 or cycle == 2) and len(bullets) < 2: | ||
| tip_x = ship_x + (4 * ship_scale) * c | ||
| tip_y = ship_y + (4 * ship_scale) * s | ||
| bullets.append({"x": tip_x, "y": tip_y, "vx": 3.0 * c, "vy": 3.0 * s, "life": 22}) | ||
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| # 2. Handle Wrapped Bullet Collisions | ||
| active_bullets = [] | ||
| for b in bullets: | ||
| b["life"] -= 1 | ||
| if b["life"] <= 0: | ||
| continue | ||
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| b["x"] = (b["x"] + b["vx"]) % 64 | ||
| b["y"] = (b["y"] + b["vy"]) % 32 | ||
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| hit = False | ||
| for a_idx in range(len(asteroids)): | ||
| if a_idx in destroyed_asteroids: | ||
| continue | ||
| a = asteroids[a_idx] | ||
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| dx = abs(a["x"] - b["x"]) | ||
| if dx > 32: | ||
| dx = 64.0 - dx | ||
| dy = abs(a["y"] - b["y"]) | ||
| if dy > 16: | ||
| dy = 32.0 - dy | ||
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| r = a["scale"] * 2.5 | ||
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| if (dx * dx + dy * dy) < (r * r): | ||
| hit = True | ||
| destroyed_asteroids[a_idx] = True | ||
| spawn_fragments(a, new_asteroids) | ||
| break | ||
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| if hit == False: | ||
| active_bullets.append(b) | ||
| bx, by = int(b["x"]), int(b["y"]) | ||
| all_pixels["%d_%d" % (bx, by)] = {"x": bx, "y": by, "color": "#FFFFFF"} | ||
| bullets = active_bullets | ||
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| # 3. Handle Ship-Asteroid Collisions | ||
| if ship_dead_timer == 0: | ||
| for a_idx in range(len(asteroids)): | ||
| if a_idx in destroyed_asteroids: | ||
| continue | ||
| a = asteroids[a_idx] | ||
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| dx = abs(a["x"] - ship_x) | ||
| if dx > 32: | ||
| dx = 64.0 - dx | ||
| dy = abs(a["y"] - ship_y) | ||
| if dy > 16: | ||
| dy = 32.0 - dy | ||
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| r_sum = (a["scale"] * 2.5) + (4 * ship_scale) | ||
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| if (dx * dx + dy * dy) < (r_sum * r_sum): | ||
| ship_dead_timer = 25 | ||
| destroyed_asteroids[a_idx] = True | ||
| spawn_fragments(a, new_asteroids) | ||
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| for sp in ship_points: | ||
| p_c = COS[ship_angle_idx] | ||
| p_s = SIN[ship_angle_idx] | ||
| p_vx = sp[0] * p_c - sp[1] * p_s | ||
| p_vy = sp[0] * p_s + sp[1] * p_c | ||
| ship_particles.append({"x": ship_x, "y": ship_y, "vx": p_vx * 0.6, "vy": p_vy * 0.6, "life": 12}) | ||
| break | ||
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| # 4. Handle Asteroid Collisions | ||
| for i_idx in range(len(asteroids)): | ||
| if i_idx in destroyed_asteroids: | ||
| continue | ||
| a1 = asteroids[i_idx] | ||
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| for j_idx in range(i_idx + 1, len(asteroids)): | ||
| if j_idx in destroyed_asteroids: | ||
| continue | ||
| a2 = asteroids[j_idx] | ||
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| dx = abs(a1["x"] - a2["x"]) | ||
| if dx > 32: | ||
| dx = 64.0 - dx | ||
| dy = abs(a1["y"] - a2["y"]) | ||
| if dy > 16: | ||
| dy = 32.0 - dy | ||
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| r_sum = (a1["scale"] + a2["scale"]) * 2.2 | ||
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| if (dx * dx + dy * dy) < (r_sum * r_sum): | ||
| destroyed_asteroids[i_idx] = True | ||
| destroyed_asteroids[j_idx] = True | ||
| spawn_fragments(a1, new_asteroids) | ||
| spawn_fragments(a2, new_asteroids) | ||
| break | ||
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| # 5. Rebuild active asteroid list | ||
| surviving_asteroids = [] | ||
| for a_idx in range(len(asteroids)): | ||
| if a_idx not in destroyed_asteroids: | ||
| surviving_asteroids.append(asteroids[a_idx]) | ||
| surviving_asteroids.extend(new_asteroids) | ||
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| if len(surviving_asteroids) > 8: | ||
| surviving_asteroids = surviving_asteroids[:8] | ||
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| asteroids = surviving_asteroids | ||
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| for a in asteroids: | ||
| a["x"] = (a["x"] + a["vx"]) % 64 | ||
| a["y"] = (a["y"] + a["vy"]) % 32 | ||
| a["angle"] = (a["angle"] + a["spin"]) % 36 | ||
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| ast_pixels = draw_shape(a["x"], a["y"], a["points"], a["angle"], a["scale"]) | ||
| for p in ast_pixels: | ||
| px, py = p[0] % 64, p[1] % 32 | ||
| all_pixels["%d_%d" % (px, py)] = {"x": px, "y": py, "color": "#888888"} | ||
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| # 6. Update and Draw Ship Particles | ||
| active_particles = [] | ||
| for p in ship_particles: | ||
| p["life"] -= 1 | ||
| if p["life"] > 0: | ||
| p["x"] = (p["x"] + p["vx"]) % 64 | ||
| p["y"] = (p["y"] + p["vy"]) % 32 | ||
| active_particles.append(p) | ||
| px, py = int(p["x"]), int(p["y"]) | ||
| all_pixels["%d_%d" % (px, py)] = {"x": px, "y": py, "color": "#FFFFFF"} | ||
| ship_particles = active_particles | ||
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| # 7. Draw ship | ||
| if ship_dead_timer == 0: | ||
| ship_pixels = draw_shape(ship_x, ship_y, ship_points, ship_angle_idx, ship_scale) | ||
| for p in ship_pixels: | ||
| px, py = p[0] % 64, p[1] % 32 | ||
| all_pixels["%d_%d" % (px, py)] = {"x": px, "y": py, "color": "#FFFFFF"} | ||
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| # 8. Render frames | ||
| for key in all_pixels: | ||
| p = all_pixels[key] | ||
| frame_children.append( | ||
| render.Padding( | ||
| pad = (p["x"], p["y"], 0, 0), | ||
| child = render.Box(width = 1, height = 1, color = p["color"]), | ||
| ), | ||
| ) | ||
|
markgreinke marked this conversation as resolved.
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| frames.append(render.Stack(children = frame_children)) | ||
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| return render.Root( | ||
| delay = 100, | ||
| child = render.Animation(children = frames), | ||
| ) | ||
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,8 @@ | ||
| --- | ||
| id: asteroids | ||
| name: Asteroids | ||
| summary: Retro space arcade simulation | ||
| desc: A vector-style animation featuring a ship navigating a hazardous asteroid field with realistic physics and explosive collisions. | ||
| author: Mark Greinke | ||
| fileName: asteroids.star | ||
| packageName: asteroids |
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