Version 22 of Moon Lander

Updated 2009-04-11 02:33:18 by ZB

nedbrek - This page will document the development of a simple game, similar to the old games "Moon Lander" and "Hey! Taxi!". ZB03.10.2008. It was "Space Taxi"

The code will be presented piecemeal, in the history. (Please comment in the history based on what type of changes added - "added $feature", "fixed bug", "added comments")

It can also be used to demonstrate simple physics (gravity/acceleration, velocity, and position).

It's amazing how much more fun it is when you add left and right thrust! That's 22 (base, no comments, no blanks) to 35 lines of code (with X thrust)!

HE 2008-10-03: Added the following:

  • Bugfix second line: set ::gravY 0 => set ::gravX 0
  • grouped some initialisation inside a proc
  • New start with key n
  • detect hard crash (>=5) or soft land (<5)
  • refreshtime set in global variable ::afterTime and default to 500

ZB Introduced "else"... prevents event-looping after the game has been ended already

HE 2008-10-12: With ZB's change the game cannot started again with key n. I moved

 # start the game event loop 
 eventLoop

at the end of the code in the proc new. Now the game can started again with key n.

ZB 2008-10-19 Isn't it nicer with "real lander"? ;)

HE 2008-10-20 The lander lands outside the canvas (ZB It was because the moon dust is very soft, so the lander partially digged in itself while landing ;). Added a groundline.


ZB 2009-04-05

  • major change: separated event loops. First one especially for "sprite" movement, the second one exclusively as "main game loop" (reading controls, gravity, etc.). Such way we've got smooth movement of our "lander"
  • added sprite for "wreck" (not especially fancy, but looks out like debris, anyway)
  • added "reverse thrust" (down)
  • added restart with space bar (more comfortable restart with left thumb, if you've got both hands on the keyboard)
  • added "quit game " with Escape
  • some additional sanitization of the code

JAG 2009-04-05 The code below is currently broken. Look for "groundline" in the code and notice that the canvas line command is incomplete. ZB - thanks, fixed.


ZB 2009-04-11

# - added landscape # - added fuel counter # - added lives counter # - safe landing requires: a) Touchdown on landing area (thick black line) # ...while having: b) X-velocity < 4, c) Y-velocity < 6 # - score counting: 500 points for safe landing + 10 pts for every unit of fuel # saved - 1 pt for every second of mission duration (when mission has # been completed). When incomplete: -100 pts for every wreck (3 lives) # - there can be a wind (horizontal force), not just gravity (vertical one) # - better collision detection # - several other changes / code sanitization


#!/usr/bin/env tclsh

# http://wiki.tcl.tk/21673

 package require Tk

 set ::taxiID 0 ;       # canvas item id for our lander/taxi rectangle
 set ::afterTime 300 ;  # refreshtime
 set ::lives 3

 proc game { canvasName } {
 global lives score startTimer mlID elID roomID msgID taxiID sprite1 la ground
 global fuel flying crashed wind gravity velX velY startTimer
   # The playground is created below
   if { ! [info exists roomID] } {
     set ch [$canvasName cget -height]
     set cw [$canvasName cget -width]
     # gravity (Y direction) and ev. wind (X direction) - constant
     set wind 1
     set gravity 2
     # The landscape
     set ground [$canvasName create rectangle 0 [expr {$ch - 10}] $cw $ch -fill brown4 -outline brown4 \
         -tag "ground"]
     # The landing area
     set la [$canvasName create line 0 [expr {$ch - 12}] 100 [expr {$ch - 12}] -fill black -width 3 \
         -tag "land_here"]
     $canvasName move $la 120 0
     # We can add handful of stars then
     for {set ii 0} {$ii < 100} {incr ii} {
       set rxpos [expr {round(rand() * $cw)}]
       set rypos [expr {round(rand() * ($ch - 15))}]
       $canvasName create line $rxpos $rypos [expr {$rxpos + 1}] $rypos -fill white -width 1 \
           -tag "nothing"
     }
     # Room name
     set roomID [$canvasName create text 20 10 -text "Earth" -fill green1]
   }
   set fuel 20 ; # Fill the tank up (also belongs to "room description" - but done always)
   # End of playground definition

   # current lander velocity in the X/Y directions
   set velX 1
   set velY 1
   set score 0
   set startTimer 0
   if { [info exists mlID] } { after cancel $mlID }
   if { [info exists elID] } { after cancel $elID }

   # message delete (if exists)
   if { [info exists msgID] } {
     $canvasName delete $msgID
     unset msgID
   }

   # Out of landers? Exit...
   if { $lives == 0 } {
     set msgID [$canvasName create text 160 100 -text "Game over" -fill white]
     update idletasks
     after 2000
     $canvasName delete $msgID
     exit
   }
   # (Still) alive? Create new lander
   if { [info exists taxiID] } {
     $canvasName delete $taxiID
   }
   set taxiID [$canvasName create image 10 10 -image $sprite1 -anchor nw -tags taxi]
   set flying yes ; # Make it flying
   set crashed no ; # It's new!

   $canvasName coords taxi 80 10

   set msgID [$canvasName create text 160 100 -text "Get ready" -fill yellow]
   update idletasks
   after 1000
   $canvasName delete $msgID

   set startTimer [clock seconds]

   # start the game event loops   
   movementLoop $canvasName "taxi"
   mgl
 }

 # callback for thruster
 proc thrust { direction } { 
 global fuel velY velX flying 
   if { ! $flying } { return }
   if { $direction eq "up" || $direction eq "left" } { set velDiff -5
   } else { set velDiff 5
   }
   if { $direction eq "up" || $direction eq "down" } { set whichVel "velY"
   } else { set whichVel "velX"
   }
   if { $fuel } {
     incr fuel -1
     incr $whichVel $velDiff
   }
 }  

 proc onTheMove { canv vehicle } {
 global flying crashed velY velX la ground
   set coords [$canv coords $vehicle]
   set x1 [lindex $coords 0]
   set x2 [expr {$x1 + [image width [$canv itemcget $vehicle -image]]}]
   set y1 [lindex $coords 1]
   set y2 [expr {$y1 + [image height [$canv itemcget $vehicle -image]]}]
   set collision [$canv find overlapping $x1 $y1 $x2 $y2]
   if { $la in $collision || $ground in $collision } {
     set flying no
     if { $ground in $collision || ($velY > 5) || (abs($velX) > 3) } {
       set crashed yes
     } else {
       set crashed no
     }
     return no
   } else {
     set flying yes
     return yes
   }
 }  

 # Separate event loop especially for smooth "lander" movement
 proc movementLoop { canv vehicle } {
 global afterTime flying crashed velX velY mlID
   if { $velX == 0 } { set velX 1 }
   if { $velY == 0 } { set velY 1 }
   # No speed = 0! Would be to easy (there's no speed=0 while flying; you're
   # always on the move), and protection against "div by 0 error"

   # Speed=1 -> 1px/100ms, 2 -> 2px/100ms (=1px/50ms) etc.
   set baseInterval 100
   # $interval not shorter than 10ms!
   if { abs($velY) >= abs($velX) } { 
     set interval [expr {abs($baseInterval / $velY)}]
     set xStep [expr {$velX * 1.0 / abs($velY)}]
     set yStep [expr {($velY >= 0) ? 1 : -1}]   
   } else {
     set interval [expr {abs($baseInterval / $velX)}]
     set yStep [expr {$velY * 1.0 / abs($velX)}]
     set xStep [expr {($velX >= 0) ? 1 : -1}]   
   }

   if { $interval < 10 } {
     set coeff [expr {10 / $interval}]
     set yStep [expr {round($yStep * $coeff)}]
     set xStep [expr {round($xStep * $coeff)}]
     set interval 10
   }

   if { [onTheMove $canv $vehicle] } {
     $canv move $vehicle $xStep $yStep
     update idletasks
     set mlID [after $interval movementLoop $canv $vehicle]
   }
 }  
    
 # Main Game Loop
 proc mgl {} {   
   # check for the taxi being destroyed
   if {$::taxiID == 0} { return }

   set coords [.c coords taxi] ; # find the x1 y1 x2 y2 coords for the taxi

   if { $::flying } {
     incr ::velX $::wind
     incr ::velY $::gravity
     set ::elID [after $::afterTime mgl]
   } else {
     if { $::crashed } {
       .c delete $::taxiID
       set ::taxiID [.c create image [lindex $coords 0] [lindex $coords 1] -image $::sprite2 \
           -anchor nw -tags taxi]
       update idletasks
       set ::msgID [.c create text 160 100 -text "Crashed" -fill red]
       incr ::lives -1
       incr ::score -100
     } else {
       incr ::score [expr {500 + $::fuel*10 - ([clock seconds] - $::startTimer)}]
       set ::msgID [.c create text 160 100 -text "Landed"  -fill green]
     }
   }  
 }    

 ### GUI
 # main frame
 pack [frame .fVel] -side top

 # current Y velocity 
 pack [label .fVel.lLX -text "X-Vel: " -justify left] -side left
 pack [label .fVel.lVX -textvariable velX -width 3 -justify right] -side left
 pack [label .fVel.lLY -text "Y-Vel: " -justify left] -side left
 pack [label .fVel.lVY -textvariable velY -width 3 -justify right] -side left
 pack [label .fVel.f1 -text "Fuel: " -justify left] -side left
 pack [label .fVel.f2 -textvariable fuel -width 2 -justify right] -side left
 pack [label .fVel.l1 -text "Lives: " -justify left] -side left
 pack [label .fVel.l2 -textvariable lives -justify right] -side left
 pack [label .fVel.s1 -text "Score: " -justify left] -side left
 pack [label .fVel.s2 -textvariable score -width 5 -justify right] -side left

 # Main playing area.
 pack [canvas .c -background blue4] -side top

 # sprite1 - "lander", sprite2 - "wrecked lander"
 set ::sprite1 [image create photo -data {
  R0lGODlhEAAQAMIDAAAAACIiIszMzP///4aGhgAAAEJCQv///yH5BAEAAAcALAAAAAAQABAA
  AANQeHrR3isGMYQlgpTIqL2ZJnkfRojKZKxsiwaGec6nsXWyTb9ZqNO3ySnzm90OBUHMUSDE
  jgtDAGjgKAobLBYJvXa5HKakcZwaU8CFFrpWJAAAOw==}]
 set ::sprite2 [image create photo -data {
  R0lGODlhEgASAKEBAAAAAP///////////yH5BAEKAAIALAAAAAASABIAAAI9lI+py+0PYwIU
  ILtA2PQqDQadYGGGxomceaXoO1WiXH2zSs3TXIV1e+NxWjkVTnTIgZZKpPL1wpV61CqlAAA7}]

 # allow the player to thrust
 bind . <Up>    { thrust "up" }
 bind . <Down>  { thrust "down" }
 bind . <Left>  { thrust "left" }
 bind . <Right> { thrust "right" }
 bind . <Key-n> { game ".c" }
 bind . <Key-space> { game ".c" }
 bind . <Escape>    exit

 game ".c"