Instruction and Game Over Screens

Screenshot of game over screen
instruction_and_game_over_screens.py
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"""
This program shows how to:
  * Have one or more instruction screens
  * Show a 'Game over' text and halt the game
  * Allow the user to restart the game
"""

import arcade
import random

SPRITE_SCALING = 0.5

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

# These numbers represent "states" that the game can be in.
INSTRUCTIONS_PAGE_0 = 0
INSTRUCTIONS_PAGE_1 = 1
GAME_RUNNING = 2
GAME_OVER = 3


class MyAppWindow(arcade.Window):
    """
    Main application class.
    """

    def __init__(self, screen_width, screen_height):
        """ Constructor """
        # Call the parent constructor. Required and must be the first line.
        super().__init__(screen_width, screen_height)

        # Set the background color
        arcade.set_background_color(arcade.color.AMAZON)

        # Start 'state' will be showing the first page of instructions.
        self.current_state = INSTRUCTIONS_PAGE_0

        self.all_sprites_list = None
        self.coin_list = None

        # Set up the player
        self.score = 0
        self.player_sprite = None

        self.instructions = []
        texture = arcade.load_texture("images/instructions_0.png")
        self.instructions.append(texture)

        texture = arcade.load_texture("images/instructions_1.png")
        self.instructions.append(texture)

    def setup(self):
        """
        Set up the game.
        """
        # Sprite lists
        self.all_sprites_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()

        # Set up the player
        self.score = 0
        self.player_sprite = arcade.Sprite("images/character.png",
                                           SPRITE_SCALING)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 50
        self.all_sprites_list.append(self.player_sprite)

        for i in range(50):

            # Create the coin instance
            coin = arcade.Sprite("images/coin_01.png", SPRITE_SCALING / 3)

            # Position the coin
            coin.center_x = random.randrange(SCREEN_WIDTH)
            coin.center_y = random.randrange(SCREEN_HEIGHT)

            # Add the coin to the lists
            self.all_sprites_list.append(coin)
            self.coin_list.append(coin)

        # Don't show the mouse cursor
        self.set_mouse_visible(False)

    def draw_instructions_page(self, page_number):
        """
        Draw an instruction page. Load the page as an image.
        """
        page_texture = self.instructions[page_number]
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      page_texture.width,
                                      page_texture.height, page_texture, 0)

    def draw_game(self):
        """
        Draw all the sprites, along with the score.
        """
        # Draw all the sprites.
        self.all_sprites_list.draw()

        # Put the text on the screen.
        output = "Score: {}".format(self.score)
        arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)

    def draw_game_over(self):
        """
        Draw "Game over" across the screen.
        """
        output = "Game Over"
        arcade.draw_text(output, 240, 400, arcade.color.WHITE, 54)

        output = "Click to restart"
        arcade.draw_text(output, 310, 300, arcade.color.WHITE, 24)

    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        if self.current_state == INSTRUCTIONS_PAGE_0:
            self.draw_instructions_page(0)

        elif self.current_state == INSTRUCTIONS_PAGE_1:
            self.draw_instructions_page(1)

        elif self.current_state == GAME_RUNNING:
            self.draw_game()

        else:
            self.draw_game()
            self.draw_game_over()

    def on_mouse_press(self, x, y, button, modifiers):
        """
        Called when the user presses a mouse button.
        """

        # Change states as needed.
        if self.current_state == INSTRUCTIONS_PAGE_0:
            # Next page of instructions.
            self.current_state = INSTRUCTIONS_PAGE_1
        elif self.current_state == INSTRUCTIONS_PAGE_1:
            # Start the game
            self.setup()
            self.current_state = GAME_RUNNING
        elif self.current_state == GAME_OVER:
            # Restart the game.
            self.setup()
            self.current_state = GAME_RUNNING

    def on_mouse_motion(self, x, y, dx, dy):
        """
        Called whenever the mouse moves.
        """
        # Only move the user if the game is running.
        if self.current_state == GAME_RUNNING:
            self.player_sprite.center_x = x
            self.player_sprite.center_y = y

    def update(self, delta_time):
        """ Movement and game logic """

        # Only move and do things if the game is running.
        if self.current_state == GAME_RUNNING:
            # Call update on all sprites (The sprites don't do much in this
            # example though.)
            self.all_sprites_list.update()

            # Generate a list of all sprites that collided with the player.
            hit_list = \
                arcade.check_for_collision_with_list(self.player_sprite,
                                                     self.coin_list)

            # Loop through each colliding sprite, remove it, and add to the
            # score.
            for coin in hit_list:
                coin.kill()
                self.score += 1

            # If we've collected all the games, then move to a "GAME_OVER"
            # state.
            if len(self.coin_list) == 0:
                self.current_state = GAME_OVER
                self.set_mouse_visible(True)


window = MyAppWindow(SCREEN_WIDTH, SCREEN_HEIGHT)

arcade.run()