Collect Coins that are Bouncing¶
sprite_collect_coins_move_bouncing.py¶
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Sprite Collect Coins
Simple program to show basic sprite usage.
Artwork from http://kenney.nl
"""
import random
import arcade
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Coin(arcade.Sprite):
"""
This class represents the coins on our screen. It is a child class of
the arcade library's "Sprite" class.
"""
def __init__(self, filename, sprite_scaling):
""" Constructor. """
# Call the parent class (Sprite) constructor
super().__init__(filename, sprite_scaling)
# Instance variables that control the edges of where we bounce
self.left_boundary = 0
self.right_boundary = 0
self.top_boundary = 0
self.bottom_boundary = 0
self.change_x = 0
self.change_y = 0
def update(self):
# Move the coin
self.center_x -= self.change_x
self.center_y -= self.change_y
# If we are out-of-bounds, then 'bounce'
if self.center_x < self.left_boundary:
self.change_x *= -1
if self.center_x > self.right_boundary:
self.change_x *= -1
if self.center_y < self.bottom_boundary:
self.change_y *= -1
if self.center_y > self.top_boundary:
self.change_y *= -1
class MyApplication(arcade.Window):
""" Main application class. """
def __init__(self, width, height):
"""
Initializer
:param width:
:param height:
"""
super().__init__(width, height)
# Sprite lists
self.all_sprites_list = None
self.coin_list = None
# Set up the player
self.score = 0
self.player_sprite = None
def setup(self):
""" Set up the game and initialize the variables. """
# 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 = 70
self.all_sprites_list.append(self.player_sprite)
for i in range(50):
# Create the coin instance
coin = Coin("images/coin_01.png", SPRITE_SCALING / 3)
# Specify the boundaries for where a coin can be.
# Take into account that we are specifying a center x and y for the
# coin, and the coin has a size. So we can't have 0, 0 as the
# position because 3/4 of the coin would be off-screen. We have to
# start at half the width of the coin.
coin.left_boundary = coin.width // 2
coin.right_boundary = SCREEN_WIDTH - coin.width // 2
coin.bottom_boundary = coin.height // 2
coin.top_boundary = SCREEN_HEIGHT - coin.height // 2
# Create a random starting point for the coin.
coin.center_x = random.randint(coin.left_boundary,
coin.right_boundary)
coin.center_y = random.randint(coin.bottom_boundary,
coin.top_boundary)
# Create a random speed and direction.
# Note it is possible to get 0, 0 and have a coin not move at all.
coin.change_x = random.randint(-3, 3)
coin.change_y = random.randint(-3, 3)
# 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)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
# 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 on_mouse_motion(self, x, y, dx, dy):
"""
Called whenever the mouse moves.
"""
self.player_sprite.center_x = x
self.player_sprite.center_y = y
def update(self, delta_time):
""" Movement and game logic """
# 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
window = MyApplication(SCREEN_WIDTH, SCREEN_HEIGHT)
window.setup()
arcade.run()
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