Ramps¶
sprite_ramps.py¶
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Load a map stored in csv format, as exported by the program 'Tiled.'
Artwork from http://kenney.nl
"""
import arcade
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
VIEWPORT_MARGIN = 40
RIGHT_MARGIN = 150
# Right edge of the map in pixels
END_OF_MAP = 5565
# Physics
MOVEMENT_SPEED = 5
JUMP_SPEED = 14
GRAVITY = 0.5
def get_map():
map_file = open("map_with_ramps_2.csv")
map_array = []
for line in map_file:
line = line.strip()
map_row = line.split(",")
for index, item in enumerate(map_row):
map_row[index] = int(item)
map_array.append(map_row)
return map_array
class MyAppWindow(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
self.wall_list = None
self.physics_engine = None
self.view_left = 0
self.view_bottom = 0
self.game_over = False
def start_new_game(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.all_sprites_list = arcade.SpriteList()
self.wall_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 = 64
self.player_sprite.center_y = 270
self.all_sprites_list.append(self.player_sprite)
map_array = get_map()
map_items = ["images/boxCrate_double.png",
"images/grassCenter.png",
"images/grassCorner_left.png",
"images/grassCorner_right.png",
"images/grassHill_left.png",
"images/grassHill_right.png",
"images/grassLeft.png",
"images/grassMid.png",
"images/grassRight.png",
"images/stoneHalf.png"
]
for row_index, row in enumerate(map_array):
for column_index, item in enumerate(row):
if item == -1:
continue
else:
wall = arcade.Sprite(map_items[item],
SPRITE_SCALING)
# Change the collision polygon to be a ramp instead of
# a rectangle
if item == 4:
wall.points = ((-wall.width // 2, wall.height // 2),
(wall.width // 2, -wall.height // 2),
(-wall.width // 2, -wall.height // 2))
elif item == 5:
wall.points = ((-wall.width // 2, -wall.height // 2),
(wall.width // 2, -wall.height // 2),
(wall.width // 2, wall.height // 2))
wall.right = column_index * 64
wall.top = (7 - row_index) * 64
self.all_sprites_list.append(wall)
self.wall_list.append(wall)
self.physics_engine = \
arcade.PhysicsEnginePlatformer(self.player_sprite,
self.wall_list,
gravity_constant=GRAVITY)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
# Set the viewport boundaries
# These numbers set where we have 'scrolled' to.
self.view_left = 0
self.view_bottom = 0
self.game_over = False
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.
# Adjust the text position based on the viewport so that we don't
# scroll the text too.
distance = self.view_left + self.player_sprite.right
output = "Distance: {}".format(distance)
arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20,
arcade.color.WHITE, 14)
if self.game_over:
output = "Game Over"
arcade.draw_text(output, self.view_left + 200,
self.view_bottom + 200,
arcade.color.WHITE, 30)
def on_key_press(self, key, modifiers):
"""
Called whenever a key is pressed down.
"""
if key == arcade.key.UP:
if self.physics_engine.can_jump():
self.player_sprite.change_y = JUMP_SPEED
elif key == arcade.key.LEFT:
self.player_sprite.change_x = -MOVEMENT_SPEED
elif key == arcade.key.RIGHT:
self.player_sprite.change_x = MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""
Called when the user releases a key.
"""
if key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player_sprite.change_x = 0
def update(self, delta_time):
""" Movement and game logic """
if self.view_left + self.player_sprite.right >= END_OF_MAP:
self.game_over = True
# Call update on all sprites (The sprites don't do much in this
# example though.)
if not self.game_over:
self.physics_engine.update()
# --- Manage Scrolling ---
# Track if we need to change the viewport
changed = False
# Scroll left
left_bndry = self.view_left + VIEWPORT_MARGIN
if self.player_sprite.left < left_bndry:
self.view_left -= int(left_bndry - self.player_sprite.left)
changed = True
# Scroll right
right_bndry = self.view_left + SCREEN_WIDTH - RIGHT_MARGIN
if self.player_sprite.right > right_bndry:
self.view_left += int(self.player_sprite.right - right_bndry)
changed = True
# Scroll up
top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN
if self.player_sprite.top > top_bndry:
self.view_bottom += int(self.player_sprite.top - top_bndry)
changed = True
# Scroll down
bottom_bndry = self.view_bottom + VIEWPORT_MARGIN
if self.player_sprite.bottom < bottom_bndry:
self.view_bottom -= int(bottom_bndry - self.player_sprite.bottom)
changed = True
# If we need to scroll, go ahead and do it.
if changed:
arcade.set_viewport(self.view_left,
SCREEN_WIDTH + self.view_left,
self.view_bottom,
SCREEN_HEIGHT + self.view_bottom)
def main():
window = MyAppWindow(SCREEN_WIDTH, SCREEN_HEIGHT)
window.start_new_game()
arcade.run()
if __name__ == "__main__":
main()
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