Step 17 - Views#
Shooting Bullets#
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 | """ Platformer Game python -m arcade.examples.platform_tutorial.11_animate_character """ import math import os import arcade # Constants SCREEN_WIDTH = 1000 SCREEN_HEIGHT = 650 SCREEN_TITLE = "Platformer" # Constants used to scale our sprites from their original size TILE_SCALING = 0.5 CHARACTER_SCALING = TILE_SCALING * 2 COIN_SCALING = TILE_SCALING SPRITE_PIXEL_SIZE = 128 GRID_PIXEL_SIZE = SPRITE_PIXEL_SIZE * TILE_SCALING # Shooting Constants SPRITE_SCALING_LASER = 0.8 SHOOT_SPEED = 15 BULLET_SPEED = 12 BULLET_DAMAGE = 25 # Movement speed of player, in pixels per frame PLAYER_MOVEMENT_SPEED = 7 GRAVITY = 1.5 PLAYER_JUMP_SPEED = 30 # How many pixels to keep as a minimum margin between the character # and the edge of the screen. LEFT_VIEWPORT_MARGIN = 200 RIGHT_VIEWPORT_MARGIN = 200 BOTTOM_VIEWPORT_MARGIN = 150 TOP_VIEWPORT_MARGIN = 100 PLAYER_START_X = 2 PLAYER_START_Y = 1 # Constants used to track if the player is facing left or right RIGHT_FACING = 0 LEFT_FACING = 1 LAYER_NAME_MOVING_PLATFORMS = "Moving Platforms" LAYER_NAME_PLATFORMS = "Platforms" LAYER_NAME_COINS = "Coins" LAYER_NAME_BACKGROUND = "Background" LAYER_NAME_LADDERS = "Ladders" LAYER_NAME_PLAYER = "Player" LAYER_NAME_ENEMIES = "Enemies" LAYER_NAME_BULLETS = "Bullets" def load_texture_pair(filename): """ Load a texture pair, with the second being a mirror image. """ return [ arcade.load_texture(filename), arcade.load_texture(filename, flipped_horizontally=True), ] class Entity(arcade.Sprite): def __init__(self, name_folder, name_file): super().__init__() # Default to facing right self.facing_direction = RIGHT_FACING # Used for image sequences self.cur_texture = 0 self.scale = CHARACTER_SCALING main_path = f":resources:images/animated_characters/{name_folder}/{name_file}" self.idle_texture_pair = load_texture_pair(f"{main_path}_idle.png") self.jump_texture_pair = load_texture_pair(f"{main_path}_jump.png") self.fall_texture_pair = load_texture_pair(f"{main_path}_fall.png") # Load textures for walking self.walk_textures = [] for i in range(8): texture = load_texture_pair(f"{main_path}_walk{i}.png") self.walk_textures.append(texture) # Load textures for climbing self.climbing_textures = [] texture = arcade.load_texture(f"{main_path}_climb0.png") self.climbing_textures.append(texture) texture = arcade.load_texture(f"{main_path}_climb1.png") self.climbing_textures.append(texture) # Set the initial texture self.texture = self.idle_texture_pair[0] # Hit box will be set based on the first image used. If you want to specify # a different hit box, you can do it like the code below. # self.set_hit_box([[-22, -64], [22, -64], [22, 28], [-22, 28]]) self.set_hit_box(self.texture.hit_box_points) class Enemy(Entity): def __init__(self, name_folder, name_file): # Setup parent class super().__init__(name_folder, name_file) self.should_update_walk = 0 self.health = 0 def update_animation(self, delta_time: float = 1 / 60): # Figure out if we need to flip face left or right if self.change_x < 0 and self.facing_direction == RIGHT_FACING: self.facing_direction = LEFT_FACING elif self.change_x > 0 and self.facing_direction == LEFT_FACING: self.facing_direction = RIGHT_FACING # Idle animation if self.change_x == 0: self.texture = self.idle_texture_pair[self.facing_direction] return # Walking animation if self.should_update_walk == 3: self.cur_texture += 1 if self.cur_texture > 7: self.cur_texture = 0 self.texture = self.walk_textures[self.cur_texture][self.facing_direction] self.should_update_walk = 0 return self.should_update_walk += 1 class RobotEnemy(Enemy): def __init__(self): # Set up parent class super().__init__("robot", "robot") self.health = 100 class ZombieEnemy(Enemy): def __init__(self): # Set up parent class super().__init__("zombie", "zombie") self.health = 50 class PlayerCharacter(Entity): """Player Sprite""" def __init__(self): # Set up parent class super().__init__("male_person", "malePerson") # Track our state self.jumping = False self.climbing = False self.is_on_ladder = False def update_animation(self, delta_time: float = 1 / 60): # Figure out if we need to flip face left or right if self.change_x < 0 and self.facing_direction == RIGHT_FACING: self.facing_direction = LEFT_FACING elif self.change_x > 0 and self.facing_direction == LEFT_FACING: self.facing_direction = RIGHT_FACING # Climbing animation if self.is_on_ladder: self.climbing = True if not self.is_on_ladder and self.climbing: self.climbing = False if self.climbing and abs(self.change_y) > 1: self.cur_texture += 1 if self.cur_texture > 7: self.cur_texture = 0 if self.climbing: self.texture = self.climbing_textures[self.cur_texture // 4] return # Jumping animation if self.change_y > 0 and not self.is_on_ladder: self.texture = self.jump_texture_pair[self.facing_direction] return elif self.change_y < 0 and not self.is_on_ladder: self.texture = self.fall_texture_pair[self.facing_direction] return # Idle animation if self.change_x == 0: self.texture = self.idle_texture_pair[self.facing_direction] return # Walking animation self.cur_texture += 1 if self.cur_texture > 7: self.cur_texture = 0 self.texture = self.walk_textures[self.cur_texture][self.facing_direction] class MainMenu(arcade.View): """Class that manages the 'menu' view.""" def on_show_view(self): """Called when switching to this view.""" arcade.set_background_color(arcade.color.WHITE) def on_draw(self): """Draw the menu""" self.clear() arcade.draw_text( "Main Menu - Click to play", SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, arcade.color.BLACK, font_size=30, anchor_x="center", ) def on_mouse_press(self, _x, _y, _button, _modifiers): """Use a mouse press to advance to the 'game' view.""" game_view = GameView() self.window.show_view(game_view) class GameView(arcade.View): """ Main application class. """ def __init__(self): """ Initializer for the game """ super().__init__() # Set the path to start with this program file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) # Track the current state of what key is pressed self.left_pressed = False self.right_pressed = False self.up_pressed = False self.down_pressed = False self.shoot_pressed = False self.jump_needs_reset = False # Our TileMap Object self.tile_map = None # Our Scene Object self.scene = None # Separate variable that holds the player sprite self.player_sprite = None # Our 'physics' engine self.physics_engine = None # A Camera that can be used for scrolling the screen self.camera = None # A Camera that can be used to draw GUI elements self.gui_camera = None self.end_of_map = 0 # Keep track of the score self.score = 0 # Shooting mechanics self.can_shoot = False self.shoot_timer = 0 # Load sounds self.collect_coin_sound = arcade.load_sound(":resources:sounds/coin1.wav") self.jump_sound = arcade.load_sound(":resources:sounds/jump1.wav") self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav") self.shoot_sound = arcade.load_sound(":resources:sounds/hurt5.wav") self.hit_sound = arcade.load_sound(":resources:sounds/hit5.wav") def setup(self): """Set up the game here. Call this function to restart the game.""" # Set up the Cameras self.camera = arcade.Camera(self.window.width, self.window.height) self.gui_camera = arcade.Camera(self.window.width, self.window.height) # Map name map_name = ":resources:tiled_maps/map_with_ladders.json" # Layer Specific Options for the Tilemap layer_options = { LAYER_NAME_PLATFORMS: { "use_spatial_hash": True, }, LAYER_NAME_MOVING_PLATFORMS: { "use_spatial_hash": False, }, LAYER_NAME_LADDERS: { "use_spatial_hash": True, }, LAYER_NAME_COINS: { "use_spatial_hash": True, }, } # Load in TileMap self.tile_map = arcade.load_tilemap(map_name, TILE_SCALING, layer_options) # Initiate New Scene with our TileMap, this will automatically add all layers # from the map as SpriteLists in the scene in the proper order. self.scene = arcade.Scene.from_tilemap(self.tile_map) # Keep track of the score self.score = 0 # Shooting mechanics self.can_shoot = True self.shoot_timer = 0 # Set up the player, specifically placing it at these coordinates. self.player_sprite = PlayerCharacter() self.player_sprite.center_x = ( self.tile_map.tile_width * TILE_SCALING * PLAYER_START_X ) self.player_sprite.center_y = ( self.tile_map.tile_height * TILE_SCALING * PLAYER_START_Y ) self.scene.add_sprite(LAYER_NAME_PLAYER, self.player_sprite) # Calculate the right edge of the my_map in pixels self.end_of_map = self.tile_map.width * GRID_PIXEL_SIZE # -- Enemies enemies_layer = self.tile_map.object_lists[LAYER_NAME_ENEMIES] for my_object in enemies_layer: cartesian = self.tile_map.get_cartesian( my_object.shape[0], my_object.shape[1] ) enemy_type = my_object.properties["type"] if enemy_type == "robot": enemy = RobotEnemy() elif enemy_type == "zombie": enemy = ZombieEnemy() enemy.center_x = math.floor( cartesian[0] * TILE_SCALING * self.tile_map.tile_width ) enemy.center_y = math.floor( (cartesian[1] + 1) * (self.tile_map.tile_height * TILE_SCALING) ) if "boundary_left" in my_object.properties: enemy.boundary_left = my_object.properties["boundary_left"] if "boundary_right" in my_object.properties: enemy.boundary_right = my_object.properties["boundary_right"] if "change_x" in my_object.properties: enemy.change_x = my_object.properties["change_x"] self.scene.add_sprite(LAYER_NAME_ENEMIES, enemy) # Add bullet spritelist to Scene self.scene.add_sprite_list(LAYER_NAME_BULLETS) # --- Other stuff # Set the background color if self.tile_map.background_color: arcade.set_background_color(self.tile_map.background_color) # Create the 'physics engine' self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, platforms=self.scene[LAYER_NAME_MOVING_PLATFORMS], gravity_constant=GRAVITY, ladders=self.scene[LAYER_NAME_LADDERS], walls=self.scene[LAYER_NAME_PLATFORMS] ) def on_show_view(self): self.setup() def on_draw(self): """Render the screen.""" # Clear the screen to the background color self.clear() # Activate the game camera self.camera.use() # Draw our Scene self.scene.draw() # Activate the GUI camera before drawing GUI elements self.gui_camera.use() # Draw our score on the screen, scrolling it with the viewport score_text = f"Score: {self.score}" arcade.draw_text( score_text, 10, 10, arcade.csscolor.BLACK, 18, ) # Draw hit boxes. # for wall in self.wall_list: # wall.draw_hit_box(arcade.color.BLACK, 3) # # self.player_sprite.draw_hit_box(arcade.color.RED, 3) def process_keychange(self): """ Called when we change a key up/down or we move on/off a ladder. """ # Process up/down if self.up_pressed and not self.down_pressed: if self.physics_engine.is_on_ladder(): self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED elif ( self.physics_engine.can_jump(y_distance=10) and not self.jump_needs_reset ): self.player_sprite.change_y = PLAYER_JUMP_SPEED self.jump_needs_reset = True arcade.play_sound(self.jump_sound) elif self.down_pressed and not self.up_pressed: if self.physics_engine.is_on_ladder(): self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED # Process up/down when on a ladder and no movement if self.physics_engine.is_on_ladder(): if not self.up_pressed and not self.down_pressed: self.player_sprite.change_y = 0 elif self.up_pressed and self.down_pressed: self.player_sprite.change_y = 0 # Process left/right if self.right_pressed and not self.left_pressed: self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED elif self.left_pressed and not self.right_pressed: self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED else: self.player_sprite.change_x = 0 def on_key_press(self, key, modifiers): """Called whenever a key is pressed.""" if key == arcade.key.UP or key == arcade.key.W: self.up_pressed = True elif key == arcade.key.DOWN or key == arcade.key.S: self.down_pressed = True elif key == arcade.key.LEFT or key == arcade.key.A: self.left_pressed = True elif key == arcade.key.RIGHT or key == arcade.key.D: self.right_pressed = True if key == arcade.key.Q: self.shoot_pressed = True if key == arcade.key.PLUS: self.camera.zoom(0.01) elif key == arcade.key.MINUS: self.camera.zoom(-0.01) self.process_keychange() def on_key_release(self, key, modifiers): """Called when the user releases a key.""" if key == arcade.key.UP or key == arcade.key.W: self.up_pressed = False self.jump_needs_reset = False elif key == arcade.key.DOWN or key == arcade.key.S: self.down_pressed = False elif key == arcade.key.LEFT or key == arcade.key.A: self.left_pressed = False elif key == arcade.key.RIGHT or key == arcade.key.D: self.right_pressed = False if key == arcade.key.Q: self.shoot_pressed = False self.process_keychange() def on_mouse_scroll(self, x, y, scroll_x, scroll_y): self.camera.zoom(-0.01 * scroll_y) def center_camera_to_player(self, speed=0.2): screen_center_x = self.camera.scale * (self.player_sprite.center_x - (self.camera.viewport_width / 2)) screen_center_y = self.camera.scale * (self.player_sprite.center_y - (self.camera.viewport_height / 2)) if screen_center_x < 0: screen_center_x = 0 if screen_center_y < 0: screen_center_y = 0 player_centered = (screen_center_x, screen_center_y) self.camera.move_to(player_centered, speed) def on_update(self, delta_time): """Movement and game logic""" # Move the player with the physics engine self.physics_engine.update() # Update animations if self.physics_engine.can_jump(): self.player_sprite.can_jump = False else: self.player_sprite.can_jump = True if self.physics_engine.is_on_ladder() and not self.physics_engine.can_jump(): self.player_sprite.is_on_ladder = True self.process_keychange() else: self.player_sprite.is_on_ladder = False self.process_keychange() if self.can_shoot: if self.shoot_pressed: arcade.play_sound(self.shoot_sound) bullet = arcade.Sprite( ":resources:images/space_shooter/laserBlue01.png", SPRITE_SCALING_LASER, ) if self.player_sprite.facing_direction == RIGHT_FACING: bullet.change_x = BULLET_SPEED else: bullet.change_x = -BULLET_SPEED bullet.center_x = self.player_sprite.center_x bullet.center_y = self.player_sprite.center_y self.scene.add_sprite(LAYER_NAME_BULLETS, bullet) self.can_shoot = False else: self.shoot_timer += 1 if self.shoot_timer == SHOOT_SPEED: self.can_shoot = True self.shoot_timer = 0 # Update Animations self.scene.update_animation( delta_time, [ LAYER_NAME_COINS, LAYER_NAME_BACKGROUND, LAYER_NAME_PLAYER, LAYER_NAME_ENEMIES, ], ) # Update moving platforms, enemies, and bullets self.scene.update( [LAYER_NAME_MOVING_PLATFORMS, LAYER_NAME_ENEMIES, LAYER_NAME_BULLETS] ) # See if the enemy hit a boundary and needs to reverse direction. for enemy in self.scene[LAYER_NAME_ENEMIES]: if ( enemy.boundary_right and enemy.right > enemy.boundary_right and enemy.change_x > 0 ): enemy.change_x *= -1 if ( enemy.boundary_left and enemy.left < enemy.boundary_left and enemy.change_x < 0 ): enemy.change_x *= -1 for bullet in self.scene[LAYER_NAME_BULLETS]: hit_list = arcade.check_for_collision_with_lists( bullet, [ self.scene[LAYER_NAME_ENEMIES], self.scene[LAYER_NAME_PLATFORMS], self.scene[LAYER_NAME_MOVING_PLATFORMS], ], ) if hit_list: bullet.remove_from_sprite_lists() for collision in hit_list: if ( self.scene[LAYER_NAME_ENEMIES] in collision.sprite_lists ): # The collision was with an enemy collision.health -= BULLET_DAMAGE if collision.health <= 0: collision.remove_from_sprite_lists() self.score += 100 # Hit sound arcade.play_sound(self.hit_sound) return if (bullet.right < 0) or ( bullet.left > (self.tile_map.width * self.tile_map.tile_width) * TILE_SCALING ): bullet.remove_from_sprite_lists() player_collision_list = arcade.check_for_collision_with_lists( self.player_sprite, [ self.scene[LAYER_NAME_COINS], self.scene[LAYER_NAME_ENEMIES], ], ) # Loop through each coin we hit (if any) and remove it for collision in player_collision_list: if self.scene[LAYER_NAME_ENEMIES] in collision.sprite_lists: arcade.play_sound(self.game_over) game_over = GameOverView() self.window.show_view(game_over) return else: # Figure out how many points this coin is worth if "Points" not in collision.properties: print("Warning, collected a coin without a Points property.") else: points = int(collision.properties["Points"]) self.score += points # Remove the coin collision.remove_from_sprite_lists() arcade.play_sound(self.collect_coin_sound) # Position the camera self.center_camera_to_player() class GameOverView(arcade.View): """Class to manage the game overview""" def on_show_view(self): """Called when switching to this view""" arcade.set_background_color(arcade.color.BLACK) def on_draw(self): """Draw the game overview""" self.clear() arcade.draw_text( "Game Over - Click to restart", SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, arcade.color.WHITE, 30, anchor_x="center", ) def on_mouse_press(self, _x, _y, _button, _modifiers): """Use a mouse press to advance to the 'game' view.""" game_view = GameView() self.window.show_view(game_view) def main(): """Main function""" window = arcade.Window(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) menu_view = MainMenu() window.show_view(menu_view) arcade.run() if __name__ == "__main__": main() |