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main.py
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main.py
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"""
Platformer Game
"""
import arcade
# PLayer starting position
PLAYER_START_X = 64
PLAYER_START_Y = 225
# Layer names from our Tilemap
LAYER_NAME_PLATFORMS = "Platforms"
LAYER_NAME_COINS = "Coins"
LAYER_NAME_FOREGROUND = "Foreground"
LAYER_NAME_BACKGROUND = "Background"
LAYER_NAME_DONT_TOUCH = "Don't Touch"
# Constants
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 650
SCREEN_TITLE = "Platformer"
# Constants used to scale our sprites from their original size
CHARACTER_SCALING = 1
TILE_SCALING = 0.5
COIN_SCALING = 0.5
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = SPRITE_PIXEL_SIZE * TILE_SCALING
# Constant for movement and speed of character, pixel per frame
PLAYER_MOVEMENT_SPEED = 10
GRAVITY = 1
PLAYER_JUMP_SPEED = 20
class MyGame(arcade.Window):
"""
Main application class
"""
# Init
def __init__(self):
# Call parent class and setup window
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Tile map object
self.tile_map = None
# Scene Object
self.scene = None
# separate variable that holds player sprite
self.player_sprite = None
# Camera for scrolling the screen
self.camera = None
# Our physics engine
self.physics_engine = None
# Camera used to draw GUI elements
self.gui_camera = None
# Score tracking
self.score = 0
# Where is the right edge of the map?
self.end_of_map = 0
# Level
self.level = 1
# Load sounds
self.collect_coin_sound = arcade.load_sound(":resources:sounds/coin1.wav")
self.jump_sound = arcade.load_sound(":resources:sounds/jump1.wav")
self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")
# Color for background
arcade.set_background_color(arcade.color.EBONY)
# Setup function
def setup(self):
"""setup game here. call this function to restart the game"""
# Setup Camera
self.camera = arcade.Camera(self.width, self.height)
self.gui_camera = arcade.Camera(self.width, self.height)
# Name of map file to load
map_name = f':resources:tiled_maps/map2_level_{self.level}.json'
# Layer specific options are defined based on Layer names in a dictionary
# Doing this will make the SpriteList for the platforms layer
# use spatial hashing for detection.
layer_options = {
LAYER_NAME_PLATFORMS : {
"use_spatial_hash": True,
},
LAYER_NAME_COINS :{
"use_spatial_hash": True,
},
LAYER_NAME_DONT_TOUCH : {
"use_spatial_hash": True,
},
}
# Read the tiled map
self.tile_map = arcade.load_tilemap(map_name, TILE_SCALING, layer_options)
# Initialize Scene with our TileMap, this will automatically add all layers
# from the map as SpriteLists in the scene in the proper order.
self.scene = arcade.Scene.from_tilemap(self.tile_map)
# keep track of score
self.score = 0
# Initialize Scene
#self.scene = arcade.Scene()
"""# Create sprite list here
#self.scene.add_sprite_list("Player")
#self.scene.add_sprite_list("Walls", use_spatial_hash=True)"""
# Add Player Spritelist before "Foreground" layer. This will make the foreground
# be drawn after the player, making it appear to be in front of the Player.
# Setting before using scene.add_sprite allows us to define where the SpriteList
# will be in the draw order. If we just use add_sprite, it will be appended to the
# end of the order.
self.scene.add_sprite_list_after("Player", LAYER_NAME_FOREGROUND)
# Set up the player, placing at its coordinates
image_source = ":resources:images/animated_characters/female_Adventurer/femaleAdventurer_idle.png"
self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING)
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
self.scene.add_sprite("Player", self.player_sprite)
# --- Other stuff
# Set the background color
if self.tile_map.background_color:
arcade.set_background_color(self.tile_map.background_color)
# Create the 'physics engine'
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, gravity_constant=GRAVITY, walls=self.scene["Platforms"]
)
# Calcualte the right edge of the my_map in pixels
self.end_of_map = self.tile_map.width * GRID_PIXEL_SIZE
# create the ground
# shows using loop to place multiple sprites horizontally
"""for x in range(0, 1250, 64):
wall = arcade.Sprite(":resources:images/tiles/grassMid.png", TILE_SCALING)
wall.center_x = x
wall.center_y = 32
self.scene.add_sprite("Walls", wall)
# Put some crates on the ground
# This shows using a coordinate list to place sprites
coordinates_list = [[512, 96], [256, 96], [768, 96]]
for coordinate in coordinates_list:
# add a crate on the ground
wall = arcade.Sprite(""
":resources:images/tiles/boxCrate_double.png", TILE_SCALING
)
wall.position = coordinate
self.scene.add_sprite("Walls", wall)
# Create the physics engine
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, gravity_constant=GRAVITY, walls=self.scene["Walls"]
)
# Loop to place coins for character interaction
for x in range(128, 1250, 256):
coin = arcade.Sprite(":resources:images/items/coinGold.png", COIN_SCALING)
coin.center_x = x
coin.center_y = 96
self.scene.add_sprite("Coins", coin)
# Score tracking
self.score = 0"""
# on_draw
def on_draw(self):
"""Render the screen"""
# Clear the screen to the background color
arcade.start_render()
# Activate our Camera
self.camera.use()
# Code to draw the sprites here
self.scene.draw()
# Activate GUI before drawing GUI elements
self.gui_camera.use()
# Draw score to screen, scrolling w/viewport
score_text = f"Score:{self.score}"
arcade.draw_text(
score_text,
10,
10,
arcade.csscolor.WHITE,
18,
)
# key down and key up event handlers
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed."""
if key == arcade.key.UP or key == arcade.key.W:
if self.physics_engine.can_jump():
self.player_sprite.change_y = PLAYER_JUMP_SPEED
arcade.play_sound(self.jump_sound)
elif key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""Called when the user releases a key"""
if key == arcade.key.UP or key == arcade.key.W:
self.player_sprite.change_y = 0
elif key == arcade.key.DOWN or key == arcade.key.S:
self.player_sprite.change_y = 0
elif key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = 0
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = 0
# Center camera to player
def center_camera_to_player(self):
screen_center_x = self.player_sprite.center_x - (self.camera.viewport_width / 2)
screen_center_y = self.player_sprite.center_y - (
self.camera.viewport_height / 2
)
if screen_center_x < 0:
screen_center_x = 0
if screen_center_y < 0:
screen_center_y = 0
player_centered = screen_center_x, screen_center_y
self.camera.move_to(player_centered)
# On Update
def on_update(self, delta_time):
"""Movement and game logic"""
# Move the player with the physics engine
self.physics_engine.update()
# Position the camera
self.center_camera_to_player()
# Coin collision detection
coin_hit_list = arcade.check_for_collision_with_list(
self.player_sprite, self.scene["Coins"]
)
# Loop through each coin, if we hit any remove it
for coin in coin_hit_list:
# Remove coin
coin.remove_from_sprite_lists()
# Play a sound
arcade.play_sound(self.collect_coin_sound)
# Add one to the score
self.score += 1
# Did the player fall off the map?
if self.player_sprite.center_y < -100:
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
arcade.play_sound(self.game_over)
# Did the player touch something they should not?
if arcade.check_for_collision_with_list(
self.player_sprite, self.scene[LAYER_NAME_DONT_TOUCH]
):
self.player_sprite.center_x = 0
self.player_sprite.center_y = 0
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
arcade.play_sound(self.game_over)
# See if the user got to the end of the level
if self.player_sprite.center_x >= self.end_of_map:
# Advance to the next level
self.level += 1
# Load the next level
self.setup()
def main():
"""Main function"""
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()