Sprite Properties

Screen shot of using sprites to collect coins
sprite_properties.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
"""
Sprites with Properties Example

Simple program to show how to store properties on sprites.

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_properties

"""

import arcade
import os

# --- Constants ---
SPRITE_SCALING_PLAYER = 0.5

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprites with Properties Example"


class MyGame(arcade.Window):
    """ Our custom Window Class"""

    def __init__(self):
        """ Initializer """
        # Call the parent class initializer
        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_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)

        # Variables that will hold sprite lists
        self.player_list = None
        self.coin_list = None

        # Set up the player info
        self.player_sprite = None

        # Set up sprite that will serve as trigger
        self.trigger_sprite = None

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

        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()

        # Set up the player
        # Character 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 = 150
        self.player_list.append(self.player_sprite)

        # Create the sprites
        for x in range(100, 800, 100):
            coin = arcade.Sprite(":resources:images/items/coinGold.png", scale=0.3, center_x=x, center_y=400)
            coin.intensity = 'dim'
            coin.alpha = 64
            self.coin_list.append(coin)

        # Create trigger
        self.trigger_sprite = arcade.Sprite(":resources:images/pinball/bumper.png", scale=0.5,
                                            center_x=750, center_y=50)

    def on_draw(self):
        """ Draw everything """
        self.clear()
        self.coin_list.draw()
        self.trigger_sprite.draw()
        self.player_list.draw()

        # Put the instructions on the screen.
        instructions1 = "Touch a coin to set its intensity property to 'bright'."
        arcade.draw_text(instructions1, 10, 90, arcade.color.WHITE, 14)
        instructions2 = "Touch the trigger at the bottom-right to destroy all 'bright' sprites."
        arcade.draw_text(instructions2, 10, 70, arcade.color.WHITE, 14)

        # Query the property on the coins and show results.
        coins_are_bright = [coin.intensity == 'bright' for coin in self.coin_list]
        output_any = f"Any sprites have intensity=bright? : {any(coins_are_bright)}"
        arcade.draw_text(output_any, 10, 40, arcade.color.WHITE, 14)
        output_all = f"All sprites have intensity=bright? : {all(coins_are_bright)}"
        arcade.draw_text(output_all, 10, 20, arcade.color.WHITE, 14)

    def on_mouse_motion(self, x, y, dx, dy):
        """ Handle Mouse Motion """

        # Move the center of the player sprite to match the mouse x, y
        self.player_sprite.center_x = x
        self.player_sprite.center_y = y

    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.coin_list.update()

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

        # Loop through each colliding sprite to set intensity=bright
        for coin in coins_hit_list:
            coin.intensity = 'bright'
            coin.alpha = 255

        hit_trigger = arcade.check_for_collision(self.player_sprite, self.trigger_sprite)
        if hit_trigger:
            intense_sprites = [sprite for sprite in self.coin_list if sprite.intensity == 'bright']
            for coin in intense_sprites:
                coin.remove_from_sprite_lists()


def main():
    """ Main function """
    window = MyGame()
    window.setup()
    arcade.run()


if __name__ == "__main__":
    main()