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234 | """
Sprite Hit Points and Health Bars
Artwork from https://kenney.nl
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_health
"""
import random
import arcade
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_COIN = 0.2
SPRITE_SCALING_LASER = 0.8
COIN_COUNT = 50
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Hit Points and Health Bars "
BULLET_SPEED = 5
HEALTHBAR_WIDTH = 25
HEALTHBAR_HEIGHT = 3
HEALTHBAR_OFFSET_Y = -10
HEALTH_NUMBER_OFFSET_X = -10
HEALTH_NUMBER_OFFSET_Y = -25
class SpriteWithHealth(arcade.Sprite):
""" Sprite with hit points """
def __init__(self, image, scale, max_health):
super().__init__(image, scale)
# Add extra attributes for health
self.max_health = max_health
self.cur_health = max_health
def draw_health_number(self):
""" Draw how many hit points we have """
health_string = f"{self.cur_health}/{self.max_health}"
arcade.draw_text(health_string,
start_x=self.center_x + HEALTH_NUMBER_OFFSET_X,
start_y=self.center_y + HEALTH_NUMBER_OFFSET_Y,
font_size=12,
color=arcade.color.WHITE)
def draw_health_bar(self):
""" Draw the health bar """
# Draw the 'unhealthy' background
if self.cur_health < self.max_health:
arcade.draw_rectangle_filled(center_x=self.center_x,
center_y=self.center_y + HEALTHBAR_OFFSET_Y,
width=HEALTHBAR_WIDTH,
height=3,
color=arcade.color.RED)
# Calculate width based on health
health_width = HEALTHBAR_WIDTH * (self.cur_health / self.max_health)
arcade.draw_rectangle_filled(center_x=self.center_x - 0.5 * (HEALTHBAR_WIDTH - health_width),
center_y=self.center_y - 10,
width=health_width,
height=HEALTHBAR_HEIGHT,
color=arcade.color.GREEN)
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
""" Initializer """
# Call the parent class initializer
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Variables that will hold sprite lists
self.player_list = None
self.coin_list = None
self.bullet_list = None
# Set up the player info
self.player_sprite = None
self.score = 0
# Don't show the mouse cursor
self.set_mouse_visible(False)
# Load sounds. Sounds from kenney.nl
self.gun_sound = arcade.load_sound(":resources:sounds/hurt5.wav")
self.hit_sound = arcade.load_sound(":resources:sounds/hit4.wav")
self.death_sound = arcade.load_sound(":resources:sounds/hit5.wav")
arcade.set_background_color(arcade.color.AMAZON)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
# Set up the player
self.score = 0
# Image from kenney.nl
self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
SPRITE_SCALING_PLAYER)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 70
self.player_list.append(self.player_sprite)
# Create the coins
for i in range(COIN_COUNT):
# Create the coin instance
# Coin image from kenney.nl
coin = SpriteWithHealth(":resources:images/items/coinGold.png",
SPRITE_SCALING_COIN,
max_health=5)
# Position the coin
coin.center_x = random.randrange(SCREEN_WIDTH)
coin.center_y = random.randrange(150, SCREEN_HEIGHT)
# Add the coin to the lists
self.coin_list.append(coin)
# 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.coin_list.draw()
self.bullet_list.draw()
self.player_list.draw()
for coin in self.coin_list:
coin.draw_health_number()
coin.draw_health_bar()
# Render the text
arcade.draw_text(f"Score: {self.score}", 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
def on_mouse_press(self, x, y, button, modifiers):
"""
Called whenever the mouse button is clicked.
"""
# Gunshot sound
arcade.play_sound(self.gun_sound)
# Create a bullet
bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png", SPRITE_SCALING_LASER)
# The image points to the right, and we want it to point up. So
# rotate it.
bullet.angle = 90
# Give the bullet a speed
bullet.change_y = BULLET_SPEED
# Position the bullet
bullet.center_x = self.player_sprite.center_x
bullet.bottom = self.player_sprite.top
# Add the bullet to the appropriate lists
self.bullet_list.append(bullet)
def on_update(self, delta_time):
""" Movement and game logic """
# Call update on bullet sprites
self.bullet_list.update()
# Loop through each bullet
for bullet in self.bullet_list:
# Check this bullet to see if it hit a coin
hit_list = arcade.check_for_collision_with_list(bullet, self.coin_list)
# If it did, get rid of the bullet
if len(hit_list) > 0:
bullet.remove_from_sprite_lists()
# For every coin we hit, process
for coin in hit_list:
# Make sure this is the right type of class
if not isinstance(coin, SpriteWithHealth):
raise TypeError("List contents must be all ints")
# Remove one health point
coin.cur_health -= 1
# Check health
if coin.cur_health <= 0:
# Dead
coin.remove_from_sprite_lists()
self.score += 1
arcade.play_sound(self.death_sound)
else:
# Not dead
arcade.play_sound(self.hit_sound)
# If the bullet flies off-screen, remove it.
if bullet.bottom > SCREEN_HEIGHT:
bullet.remove_from_sprite_lists()
def main():
""" Main Program """
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
|