CodeSkulptorIntro

文章目录
  1. 1. CodeSkulptor

CodeSkulptor

对于新手或者只是想尝试Python语法的朋友而言,要为写Python代码安装解释器要么是麻烦的,要么是闹心的。CodeSkulptor很好的解决了这部分朋友的担忧,它只需要你打开浏览器就可以运行Python代码了。不仅仅可以运行,甚至可以离线运行。令人说是令人非常地震惊。

CodeSkuptor的更详细信息可以查看它的官网,这里就不做赘述了。

它很强大,能够运行非常复杂的程序,甚至是游戏!它也很弱小,没有Python强大的第三方库,如numpy。

三碗不过岗,先用这个玩个游戏。打开网址 https://whupython.github.io/browser-python/, 再复制下面代码到代码框里面并点击 运行。

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# Spaceship game
# Created by tuanh118

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.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
# .ogg versions of sounds are also available, just replace .mp3 by .ogg
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")

# 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(group, canvas):
for obj in group:
if not obj.update():
group.remove(obj)
obj.draw(canvas)

def group_collide(group, other_object):
global rocks
num = 0
for obj in group:
if obj.collide(other_object):
group.remove(obj)
num += 1
rocks -= 1
explosion = Sprite(obj.get_position(), [0,0], 0, 0, explosion_image, explosion_info, explosion_sound)
explosion_group.add(explosion)
return num

def group_group_collide(group1, group2):
num = 0
for obj in group1:
if group_collide(group2, obj) > 0:
group1.remove(obj)
num += 1
return num


# 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 get_position(self):
return self.pos

def get_radius(self):
return self.radius

def draw(self,canvas):
if self.thrust:
canvas.draw_image(self.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(self.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):
# update angle
self.angle += self.angle_vel

# update position
self.pos[0] = (self.pos[0] + self.vel[0]) % width
self.pos[1] = (self.pos[1] + self.vel[1]) % height

# update velocity
if self.thrust:
acc = angle_to_vector(self.angle)
self.vel[0] += acc[0] * .1
self.vel[1] += acc[1] * .1

self.vel[0] *= .99
self.vel[1] *= .99

def set_thrust(self, on):
self.thrust = on
if on:
ship_thrust_sound.rewind()
ship_thrust_sound.play()
else:
ship_thrust_sound.pause()

def increment_angle_vel(self):
self.angle_vel += .05

def decrement_angle_vel(self):
self.angle_vel -= .05

def shoot(self):
global missile_group
forward = angle_to_vector(self.angle)
missile_pos = [self.pos[0] + self.radius * forward[0], self.pos[1] + self.radius * forward[1]]
missile_vel = [self.vel[0] + 6 * forward[0], self.vel[1] + 6 * forward[1]]
a_missile = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound)
missile_group.add(a_missile)



# 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 draw(self, canvas):
if self.animated:
canvas.draw_image(self.image, [self.image_size[0]*self.age + self.image_center[0], 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):
# update angle
self.angle += self.angle_vel

# update position
self.pos[0] = (self.pos[0] + self.vel[0]) % width
self.pos[1] = (self.pos[1] + self.vel[1]) % height

# update age
self.age += 1
if self.age < self.lifespan:
return True
else:
return False

def collide(self, other_object):
if dist(self.get_position(), other_object.get_position()) <= self.get_radius() + other_object.get_radius():
return True
else:
return False


# key handlers to control ship
def keydown(key):
if key == simplegui.KEY_MAP['left']:
my_ship.decrement_angle_vel()
elif key == simplegui.KEY_MAP['right']:
my_ship.increment_angle_vel()
elif key == simplegui.KEY_MAP['up']:
my_ship.set_thrust(True)
elif key == simplegui.KEY_MAP['space']:
my_ship.shoot()

def keyup(key):
if key == simplegui.KEY_MAP['left']:
my_ship.increment_angle_vel()
elif key == simplegui.KEY_MAP['right']:
my_ship.decrement_angle_vel()
elif key == simplegui.KEY_MAP['up']:
my_ship.set_thrust(False)

# mouseclick handlers that reset UI and conditions whether splash image is drawn
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

def draw(canvas):
global time, started, lives, score, rocks, rock_group

# animiate background
time += 1
center = debris_info.get_center()
size = debris_info.get_size()
wtime = (time / 8) % center[0]
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[0]-wtime, center[1]], [size[0]-2*wtime, size[1]],
[width/2+1.25*wtime, height/2], [width-2.5*wtime, height])
canvas.draw_image(debris_image, [size[0]-wtime, center[1]], [2*wtime, size[1]],
[1.25*wtime, height/2], [2.5*wtime, height])

# draw UI
canvas.draw_text("Lives", [50, 50], 22, "White")
canvas.draw_text("Score", [680, 50], 22, "White")
canvas.draw_text(str(lives), [50, 80], 22, "White")
canvas.draw_text(str(score), [680, 80], 22, "White")

# draw ship and sprites
my_ship.draw(canvas)
process_sprite_group(rock_group, canvas)
process_sprite_group(missile_group, canvas)
process_sprite_group(explosion_group, canvas)


# update ship
my_ship.update()

# 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())

# ship - rock collision
if group_collide(rock_group, my_ship) > 0:
lives -= 1

# missile - rock collision
score += group_group_collide(missile_group, rock_group) * 10

# reseting game
if lives == 0:
started = False
score = 0
lives = 3
for rock in rock_group:
rock_group.remove(rock)
soundtrack.rewind()

# timer handler that spawns a rock
def rock_spawner():
global rock_group, rocks
if rocks < 12 and started:
rock_pos = [random.randrange(0, width), random.randrange(0, height)]
while dist(rock_pos, my_ship.get_position()) < ship_info.get_radius() * 3:
rock_pos = [random.randrange(0, width), random.randrange(0, height)]
rock_vel = [random.random() * 0.006 * score - .3, random.random() * 0.006 * score - .3]
rock_avel = random.random() * .2 - .1
a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image, asteroid_info)
rock_group.add(a_rock)
rocks += 1

# initialize stuff
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()
rocks = 0
missile_group = set()
explosion_group = set()

# register handlers
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
frame.set_mouseclick_handler(click)
frame.set_draw_handler(draw)

timer = simplegui.create_timer(1000.0, rock_spawner)

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

有点意思!


鲸鱼竟然不是🐟