Moving Between Different Rooms

Screenshot of moving between rooms with sprites
sprite_rooms.py
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
"""
Sprite move between different rooms.

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_rooms
"""

import arcade
import os

SPRITE_SCALING = 0.5
SPRITE_NATIVE_SIZE = 128
SPRITE_SIZE = int(SPRITE_NATIVE_SIZE * SPRITE_SCALING)

SCREEN_WIDTH = SPRITE_SIZE * 14
SCREEN_HEIGHT = SPRITE_SIZE * 10
SCREEN_TITLE = "Sprite Rooms Example"

MOVEMENT_SPEED = 5


class Room:
    """
    This class holds all the information about the
    different rooms.
    """
    def __init__(self):
        # You may want many lists. Lists for coins, monsters, etc.
        self.wall_list = None

        # This holds the background images. If you don't want changing
        # background images, you can delete this part.
        self.background = None


def setup_room_1():
    """
    Create and return room 1.
    If your program gets large, you may want to separate this into different
    files.
    """
    room = Room()

    """ Set up the game and initialize the variables. """
    # Sprite lists
    room.wall_list = arcade.SpriteList()

    # -- Set up the walls
    # Create bottom and top row of boxes
    # This y loops a list of two, the coordinate 0, and just under the top of window
    for y in (0, SCREEN_HEIGHT - SPRITE_SIZE):
        # Loop for each box going across
        for x in range(0, SCREEN_WIDTH, SPRITE_SIZE):
            wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
            wall.left = x
            wall.bottom = y
            room.wall_list.append(wall)

    # Create left and right column of boxes
    for x in (0, SCREEN_WIDTH - SPRITE_SIZE):
        # Loop for each box going across
        for y in range(SPRITE_SIZE, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE):
            # Skip making a block 4 and 5 blocks up on the right side
            if (y != SPRITE_SIZE * 4 and y != SPRITE_SIZE * 5) or x == 0:
                wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
                wall.left = x
                wall.bottom = y
                room.wall_list.append(wall)

    wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
    wall.left = 7 * SPRITE_SIZE
    wall.bottom = 5 * SPRITE_SIZE
    room.wall_list.append(wall)

    # If you want coins or monsters in a level, then add that code here.

    # Load the background image for this level.
    room.background = arcade.load_texture(":resources:images/backgrounds/abstract_1.jpg")

    return room


def setup_room_2():
    """
    Create and return room 2.
    """
    room = Room()

    """ Set up the game and initialize the variables. """
    # Sprite lists
    room.wall_list = arcade.SpriteList()

    # -- Set up the walls
    # Create bottom and top row of boxes
    # This y loops a list of two, the coordinate 0, and just under the top of window
    for y in (0, SCREEN_HEIGHT - SPRITE_SIZE):
        # Loop for each box going across
        for x in range(0, SCREEN_WIDTH, SPRITE_SIZE):
            wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
            wall.left = x
            wall.bottom = y
            room.wall_list.append(wall)

    # Create left and right column of boxes
    for x in (0, SCREEN_WIDTH - SPRITE_SIZE):
        # Loop for each box going across
        for y in range(SPRITE_SIZE, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE):
            # Skip making a block 4 and 5 blocks up
            if (y != SPRITE_SIZE * 4 and y != SPRITE_SIZE * 5) or x != 0:
                wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
                wall.left = x
                wall.bottom = y
                room.wall_list.append(wall)

    wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
    wall.left = 5 * SPRITE_SIZE
    wall.bottom = 6 * SPRITE_SIZE
    room.wall_list.append(wall)
    room.background = arcade.load_texture(":resources:images/backgrounds/abstract_2.jpg")

    return room


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

    def __init__(self, width, height, title):
        """
        Initializer
        """
        super().__init__(width, height, title)

        # Set the working directory (where we expect to find files) to the same
        # directory this .py file is in. You can leave this out of your own
        # code, but it is needed to easily run the examples using "python -m"
        # as mentioned at the top of this program.
        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        # Sprite lists
        self.current_room = 0

        # Set up the player
        self.rooms = None
        self.player_sprite = None
        self.player_list = None
        self.physics_engine = None

    def setup(self):
        """ Set up the game and initialize the variables. """
        # Set up the player
        self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png", SPRITE_SCALING)
        self.player_sprite.center_x = 100
        self.player_sprite.center_y = 100
        self.player_list = arcade.SpriteList()
        self.player_list.append(self.player_sprite)

        # Our list of rooms
        self.rooms = []

        # Create the rooms. Extend the pattern for each room.
        room = setup_room_1()
        self.rooms.append(room)

        room = setup_room_2()
        self.rooms.append(room)

        # Our starting room number
        self.current_room = 0

        # Create a physics engine for this room
        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.rooms[self.current_room].wall_list)

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

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

        # Draw the background texture
        arcade.draw_lrwh_rectangle_textured(0, 0,
                                            SCREEN_WIDTH, SCREEN_HEIGHT,
                                            self.rooms[self.current_room].background)

        # Draw all the walls in this room
        self.rooms[self.current_room].wall_list.draw()

        # If you have coins or monsters, then copy and modify the line
        # above for each list.

        self.player_list.draw()

    def on_key_press(self, key, modifiers):
        """Called whenever a key is pressed. """

        if key == arcade.key.UP:
            self.player_sprite.change_y = MOVEMENT_SPEED
        elif key == arcade.key.DOWN:
            self.player_sprite.change_y = -MOVEMENT_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.UP or key == arcade.key.DOWN:
            self.player_sprite.change_y = 0
        elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
            self.player_sprite.change_x = 0

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

        # Call update on all sprites (The sprites don't do much in this
        # example though.)
        self.physics_engine.update()

        # Do some logic here to figure out what room we are in, and if we need to go
        # to a different room.
        if self.player_sprite.center_x > SCREEN_WIDTH and self.current_room == 0:
            self.current_room = 1
            self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
                                                             self.rooms[self.current_room].wall_list)
            self.player_sprite.center_x = 0
        elif self.player_sprite.center_x < 0 and self.current_room == 1:
            self.current_room = 0
            self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
                                                             self.rooms[self.current_room].wall_list)
            self.player_sprite.center_x = SCREEN_WIDTH


def main():
    """ Main method """
    window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    window.setup()
    arcade.run()


if __name__ == "__main__":
    main()