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Copy pathandroid_14_easter_egg.py
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android_14_easter_egg.py
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import numpy as np
import pygame
import math
import time
import random
PI = math.pi
class Game:
def __init__(self):
self.white = (255, 255, 255)
self.black = (0, 0, 0)
self.orange = (255, 160, 0)
self.light_violet = (207, 159, 255)
self.grey = (88, 88, 88)
self.light_green = (144, 238, 144)
self.dark_blue = (0, 25, 150)
self.black_ship_surface = (10, 10, 10)
self.red = (150, 10, 10)
self.orbit_green = (98, 188, 184)
pygame.init()
self.font1 = pygame.font.SysFont('comicsancms', 23)
self.screen_size = (1500, 780)
self.space_size = (200000, 200000)
self.screen = pygame.display.set_mode(self.screen_size)
self.clock = pygame.time.Clock()
self.frame_rate = 180
self.boost_factor = self.frame_rate / 40
self.running = True
self.spaceship = None
self.discovered_bodies = 0
self.spaceship_position = tuple([x / 2 for x in self.screen_size])
self.planets = self.generate_planets()
def generate_planets(self):
return [
{
"center": (self.space_size[0] // 2 + self.screen_size[0] // 2 + 45000, self.space_size[1] // 2 + self.screen_size[1] // 2 + 45000),
"radius": 600.0,
"mass": 10,
"isStar": False,
"orbit_speed": -6,
"visited": False,
"details": {"BODY": "Proxima Centauri c", "TYPE": "Super Earth", "ATMO": "Unknown", "TEMP": "39"}
},
{
"center": (self.space_size[0] // 2 + self.screen_size[0] // 2 + 30000, self.space_size[1] // 2 + self.screen_size[1] // 2 - 30000),
"radius": 400.0,
"mass": 7,
"isStar": False,
"orbit_speed": 5,
"visited": False,
"details": {"BODY": "Proxima Centauri b", "TYPE": "Super Earth", "ATMO": "Irradiated", "TEMP": "234"}
},
{
"center": (self.space_size[0] // 2 + self.screen_size[0] // 2 + 10000, self.space_size[1] // 2 + self.screen_size[1] // 2 - 10000),
"radius": 200.0,
"mass": 5,
"isStar": False,
"orbit_speed": 5,
"visited": False,
"details": {"BODY": "Proxima Centauri d", "TYPE": "Sub Earth", "ATMO": "Polar", "TEMP": "360"}
},
{
"center": (self.space_size[0] // 2 + self.screen_size[0] // 2, self.space_size[1] // 2 + self.screen_size[1] // 2),
"radius": 1000.0,
"mass": 60,
"isStar": True,
"orbit_speed": 0,
"details": {"STAR": "Proxima Centauri (HIP 70890)", "TYPE": "M", "RADIUS": "1000", "MASS": "2.4e+29"}
}
]
def blit_spaceship(self, px, py):
self.ship_surface = pygame.Surface((16, 22))
self.ship_surface.set_colorkey(self.black)
color = self.white
star = list(filter(lambda planet: planet["isStar"], self.planets))[0]
if self.detect_collision(px, py, star["center"], star["radius"], False):
color = self.black_ship_surface
pygame.draw.rect(self.ship_surface, color, pygame.Rect(0, 0, 16, 24), 2, border_top_left_radius=8,
border_top_right_radius=8, border_bottom_left_radius=4, border_bottom_right_radius=4)
pygame.draw.arc(self.ship_surface, color, pygame.Rect(1, 15, 14, 23), PI / 6, PI - PI / 6, 2)
self.spaceship = self.ship_surface.get_rect()
def render_spaceship(self, angle, exhaust):
if exhaust:
pygame.draw.rect(self.ship_surface, self.orange, pygame.Rect(6, 16, 4, 6), border_top_left_radius=2,
border_top_right_radius=2, border_bottom_left_radius=4, border_bottom_right_radius=4)
else:
pygame.draw.rect(self.ship_surface, self.black, pygame.Rect(6, 16, 4, 6), border_top_left_radius=2,
border_top_right_radius=2, border_bottom_left_radius=4, border_bottom_right_radius=4)
rotated_spaceship = pygame.transform.rotate(self.ship_surface, angle)
self.spaceship = rotated_spaceship.get_rect()
self.spaceship.center = self.spaceship_position # type: ignore
self.screen.blit(rotated_spaceship, self.spaceship)
def render_text(self, velocity, px, py, thrust):
start = self.screen_size[1] - 20
self.screen.blit(self.font1.render('VEL: {}'.format(int(velocity)), True, self.light_violet), (10, start))
start -= 20
self.screen.blit(self.font1.render('POS: <{}, {}>'.format(int(px), int(py)), True, self.light_violet), (10, start))
start -= 20
if thrust > 0:
thrust = self.font1.render('THRUST: {}%'.format(int(thrust)), True, self.light_violet)
self.screen.blit(thrust, (10, start))
top_start = 20
star_details = list(filter(lambda planet: planet["isStar"], self.planets))[0]["details"]
for key, val in star_details.items():
self.screen.blit(self.font1.render("{}: {}".format(key, val), True, self.light_violet), (10, top_start))
top_start += 20
self.screen.blit(self.font1.render("BODIES: {} / {}".format(self.discovered_bodies, len(self.planets) - 1), True,
self.light_violet), (10, top_start))
top_start += 20
for planet in self.planets:
if not planet["isStar"] and planet["visited"]:
top_start += 30
for key, val in planet["details"].items():
self.screen.blit(self.font1.render("{}: {}".format(key, val), True, self.light_violet), (10, top_start))
top_start += 20
def detect_collision(self, px, py, center, radius, isStar):
if isStar or px is None or py is None:
return False
return (((center[0] - px - 7 - self.screen_size[0] // 2) ** 2 + (center[1] - py - 10 - self.screen_size[1] // 2) ** 2) <= radius ** 2) or \
(((center[0] - px + 7 - self.screen_size[0] // 2) ** 2 + (center[1] - py - 10 - self.screen_size[1] // 2) ** 2) <= radius ** 2) or \
(((center[0] - px - 7 - self.screen_size[0] // 2) ** 2 + (center[1] - py + 10 - self.screen_size[1] // 2) ** 2) <= radius ** 2) or \
(((center[0] - px + 7 - self.screen_size[0] // 2) ** 2 + (center[1] - py + 10 - self.screen_size[1] // 2) ** 2) <= radius ** 2)
def gravitational_force(self, center, px, py, mass, radius):
r = (self.screen_size[0] // 2 - center[0] + px)**2 + (self.screen_size[1] // 2 - center[1] + py)**2
return 1000000 * mass / max(r, radius**2)
def compute_velocity(self, velocity, vx, vy, angle, thrust, prev_time, px, py):
ax = 0; ay = 0
for planet in self.planets:
vector_angle = 90 - math.degrees(math.atan((self.screen_size[1] // 2 - planet["center"][1] + py) / (self.screen_size[0] // 2 - planet["center"][0] + px)))
if ((self.screen_size[0] // 2 - planet["center"][0] + px) < 0):
vector_angle = vector_angle - 180
ax += - self.gravitational_force(planet["center"], px, py, planet["mass"], planet["radius"]) * math.sin(PI * vector_angle / 180)
ay += - self.gravitational_force(planet["center"], px, py, planet["mass"], planet["radius"]) * math.cos(PI * vector_angle / 180)
ax += - thrust * math.sin(PI * angle / 180) * 2
ay += - thrust * math.cos(PI * angle / 180) * 2
if velocity <= 5000:
vx = vx + ax * (time.time() - prev_time) * self.boost_factor
vy = vy + ay * (time.time() - prev_time) * self.boost_factor
velocity = math.sqrt(vx**2 + vy**2)
return min(velocity, 5000), vx, vy
def compute_position(self, px, py, vx, vy, prev_time):
self.compute_planets_positions(prev_time)
px += vx * (time.time() - prev_time) * self.boost_factor
py += vy * (time.time() - prev_time) * self.boost_factor
if px <= 0:
vx = 0
px = 0
elif px >= self.space_size[0]:
vx = 0
px = self.space_size[0]
if py <= 0:
vy = 0
py = 0
elif py >= self.space_size[1]:
vy = 0
py = self.space_size[1]
for planet in self.planets:
if self.detect_collision(px, py, planet["center"], planet["radius"], planet["isStar"]):
if planet["visited"] is False:
self.discovered_bodies += 1
planet["visited"] = True
if vx < 0:
if planet["orbit_speed"] < 0:
px += 1
else:
px += 2.5
else:
if planet["orbit_speed"] < 0:
px -= 2.5
else:
px -= 1
if vy < 0:
if planet["orbit_speed"] < 0:
py += 1
else:
py += 2.5
else:
if planet["orbit_speed"] < 0:
py -= 2.5
else:
py -= 1
vx = - vx / 5
vy = - vy / 5
break
return px, py, vx, vy
def compute_planets_positions(self, prev_time):
star = list(filter(lambda planet: planet["isStar"], self.planets))[0]
for planet in self.planets:
if not planet["isStar"]:
px = planet["center"][0]
py = planet["center"][1]
vector_angle = 90 + math.degrees(math.atan((star["center"][1] - py) / (star["center"][0] - px)))
if ((px - star["center"][0]) < 0):
vector_angle = vector_angle - 180
speed = planet["orbit_speed"]
vx = - speed * math.cos(PI * vector_angle / 180)
vy = - speed * math.sin(PI * vector_angle / 180)
planet["center"] = (planet["center"][0] + vx * (time.time() - prev_time) * self.boost_factor,
planet["center"][1] + vy * (time.time() - prev_time) * self.boost_factor)
def draw_grid(self, px, py):
grid_size = 1000
for i in range(self.space_size[0] // grid_size + 1):
pygame.draw.line(self.screen, self.grey, (0, i * grid_size - py), (self.space_size[0], i * grid_size - py))
for i in range(self.space_size[1] // grid_size + 1):
pygame.draw.line(self.screen, self.grey, (i * grid_size - px, 0), (i * grid_size - px, self.space_size[1]))
def draw_trail(self, px, py, trail):
trail.append((px, py))
for p in trail:
self.screen.set_at((self.spaceship.center[0] + (p[0] - px), self.spaceship.center[1] + (p[1] - py)), self.light_green)
def draw_planets(self, px, py):
star = None
for planet in self.planets:
if planet["isStar"]:
star = planet
pygame.draw.circle(self.screen, self.white, (planet["center"][0] - px, planet["center"][1] - py), planet["radius"], 0)
pygame.draw.circle(self.screen, self.red, (planet["center"][0] - px, planet["center"][1] - py), planet["radius"] + 200, 1)
pygame.draw.circle(self.screen, self.red, (planet["center"][0] - px, planet["center"][1] - py), planet["radius"] + 400, 1)
pygame.draw.circle(self.screen, self.red, (planet["center"][0] - px, planet["center"][1] - py), planet["radius"] + 800, 1)
else:
pygame.draw.circle(self.screen, self.white, (planet["center"][0] - px, planet["center"][1] - py), planet["radius"], 1)
pygame.draw.circle(self.screen, self.dark_blue, (planet["center"][0] - px, planet["center"][1] - py), planet["radius"] + 200, 1)
pygame.draw.circle(self.screen, self.dark_blue, (planet["center"][0] - px, planet["center"][1] - py), planet["radius"] + 400, 1)
pygame.draw.circle(self.screen, self.dark_blue, (planet["center"][0] - px, planet["center"][1] - py), planet["radius"] + 800, 1)
# drawing orbits of planets
for planet in self.planets:
if not planet["isStar"]:
radius = np.linalg.norm(np.array(star["center"]) - np.array(planet["center"]))
pygame.draw.circle(self.screen, self.orbit_green, (star["center"][0] - px, star["center"][1] - py), radius, 1)
def render_universe(self, px, py, trail):
self.draw_grid(px, py)
if (self.spaceship is not None):
self.draw_trail(int(px), int(py), trail)
self.draw_planets(px, py)
def run(self):
angle = (random.random() * 1000) % 360
thrust = 0
velocity = 0
vx = 0
vy = 0
px = self.space_size[0] // 2 - 26200
py = self.space_size[1] // 2 + 18500
trail = []
while self.running:
prev_time = time.time()
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
break
press = pygame.key.get_pressed()
if press[pygame.K_RIGHT]:
angle -= 3.0
if press[pygame.K_LEFT]:
angle += 3.0
if press[pygame.K_SPACE]:
thrust = min(100, thrust + 0.5)
else:
thrust = 0
self.clock.tick(self.frame_rate)
self.screen.fill(self.black)
self.render_universe(px, py, trail)
self.blit_spaceship(px, py)
self.render_spaceship(angle, True if thrust > 0 else False)
velocity, vx, vy = self.compute_velocity(velocity, vx, vy, angle, thrust, prev_time, px, py)
px, py, vx, vy = self.compute_position(px, py, vx, vy, prev_time)
self.render_text(velocity, px, py, thrust)
pygame.display.flip()
if __name__ == "__main__":
game = Game()
game.run()