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296 | """
Section Example 3:
This shows how sections work with a very small example
What's key here is to understand how sections can isolate code that otherwise
goes packed together in the view.
Also, note that events are received on each section only based on the
section configuration. This way you don't have to check every time if the mouse
position is on top of some area.
Note:
- Event dispatching (two sections will receive on_key_press and on_key_release)
- Prevent dispatching to allow some events to stop propagating
- Event draw, update and event delivering order based on section_manager
sections list order
- Section "enable" property to show or hide sections
- Modal Sections: sections that draw last but capture all events and also stop
other sections from updating.
"""
from typing import Optional
from math import sqrt
import arcade
from arcade import Section
INFO_BAR_HEIGHT = 40
PANEL_WIDTH = 200
SPRITE_SPEED = 1
COLOR_LIGHT = arcade.color_from_hex_string('#D9BBA0')
COLOR_DARK = arcade.color_from_hex_string('#0D0D0D')
COLOR_1 = arcade.color_from_hex_string('#2A1459')
COLOR_2 = arcade.color_from_hex_string('#4B89BF')
COLOR_3 = arcade.color_from_hex_string('#03A688')
class Ball(arcade.SpriteCircle):
""" The moving ball """
def __init__(self, radius, color):
super().__init__(radius, color)
self.bounce_count: int = 0 # to count the number of bounces
@property
def speed(self):
# return euclidian distance * current fps (60 default)
return int(sqrt(pow(self.change_x, 2) + pow(self.change_y, 2)) * 60)
class ModalSection(Section):
""" A modal section that represents a popup that waits for user input """
def __init__(self, left: int, bottom: int, width: int, height: int):
super().__init__(left, bottom, width, height, modal=True, enabled=False)
# modal button
self.button = arcade.SpriteSolidColor(100, 50, arcade.color.RED)
pos = self.left + self.width / 2, self.bottom + self.height / 2
self.button.position = pos
def on_draw(self):
# draw modal frame and button
arcade.draw_lrtb_rectangle_filled(self.left, self.right, self.top,
self.bottom, arcade.color.GRAY)
arcade.draw_lrtb_rectangle_outline(self.left, self.right, self.top,
self.bottom, arcade.color.WHITE)
self.draw_button()
def draw_button(self):
# draws the button and button text
self.button.draw()
arcade.draw_text('Close Modal', self.button.left + 5,
self.button.bottom + self.button.height / 2,
arcade.color.WHITE)
def on_resize(self, width: int, height: int):
""" set position on screen resize """
self.left = width // 3
self.bottom = (height // 2) - self.height // 2
pos = self.left + self.width / 2, self.bottom + self.height / 2
self.button.position = pos
def on_mouse_press(self, x: float, y: float, button: int, modifiers: int):
""" Check if the button is pressed """
if self.button.collides_with_point((x, y)):
self.enabled = False
class InfoBar(Section):
""" This is the top bar of the screen where info is showed """
@property
def ball(self):
return self.view.map.ball
def on_draw(self):
# draw game info
arcade.draw_lrtb_rectangle_filled(self.left, self.right, self.top,
self.bottom, COLOR_DARK)
arcade.draw_lrtb_rectangle_outline(self.left, self.right, self.top,
self.bottom, COLOR_LIGHT)
arcade.draw_text(f'Ball bounce count: {self.ball.bounce_count}',
self.left + 20, self.top - self.height / 1.6,
COLOR_LIGHT)
ball_change_axis = self.ball.change_x, self.ball.change_y
arcade.draw_text(f'Ball change in axis: {ball_change_axis}',
self.left + 220, self.top - self.height / 1.6,
COLOR_LIGHT)
arcade.draw_text(f'Ball speed: {self.ball.speed} pixels/second',
self.left + 480, self.top - self.height / 1.6,
COLOR_LIGHT)
def on_resize(self, width: int, height: int):
# stick to the top
self.width = width
self.bottom = height - self.view.info_bar.height
class Panel(Section):
"""This is the Panel to the right where buttons and info is showed """
def __init__(self, left: int, bottom: int, width: int, height: int,
**kwargs):
super().__init__(left, bottom, width, height, **kwargs)
# create buttons
self.button_stop = self.new_button(arcade.color.ARSENIC)
self.button_toggle_info_bar = self.new_button(COLOR_1)
self.button_show_modal = self.new_button(COLOR_2)
# to show the key that's actually pressed
self.pressed_key: Optional[int] = None
@staticmethod
def new_button(color):
# helper to create new buttons
return arcade.SpriteSolidColor(100, 50, color)
def draw_button_stop(self):
arcade.draw_text('Press button to stop the ball', self.left + 10,
self.top - 40, COLOR_LIGHT, 10)
self.button_stop.draw()
def draw_button_toggle_info_bar(self):
arcade.draw_text('Press to toggle info_bar', self.left + 10,
self.top - 140, COLOR_LIGHT, 10)
self.button_toggle_info_bar.draw()
def draw_button_show_modal(self):
self.button_show_modal.draw()
arcade.draw_text('Show Modal', self.left - 37 + self.width / 2,
self.bottom + 95, COLOR_DARK, 10)
def on_draw(self):
arcade.draw_lrtb_rectangle_filled(self.left, self.right, self.top,
self.bottom, COLOR_DARK)
arcade.draw_lrtb_rectangle_outline(self.left, self.right, self.top,
self.bottom, COLOR_LIGHT)
self.draw_button_stop()
self.draw_button_toggle_info_bar()
if self.pressed_key:
arcade.draw_text(f'Pressed key code: {self.pressed_key}',
self.left + 10, self.top - 240, COLOR_LIGHT, 9)
self.draw_button_show_modal()
def on_mouse_press(self, x: float, y: float, button: int, modifiers: int):
if self.button_stop.collides_with_point((x, y)):
self.view.map.ball.stop()
elif self.button_toggle_info_bar.collides_with_point((x, y)):
self.view.info_bar.enabled = not self.view.info_bar.enabled
elif self.button_show_modal.collides_with_point((x, y)):
self.view.modal_section.enabled = True
def on_resize(self, width: int, height: int):
# stick to the right
self.left = width - self.width
self.height = height - self.view.info_bar.height
self.button_stop.position = self.left + self.width / 2, self.top - 80
pos = self.left + self.width / 2, self.top - 180
self.button_toggle_info_bar.position = pos
pos = self.left + self.width / 2, self.bottom + 100
self.button_show_modal.position = pos
def on_key_press(self, symbol: int, modifiers: int):
self.pressed_key = symbol
def on_key_release(self, _symbol: int, _modifiers: int):
self.pressed_key = None
class Map(Section):
""" This represents the place where the game takes place """
def __init__(self, left: int, bottom: int, width: int, height: int,
**kwargs):
super().__init__(left, bottom, width, height, **kwargs)
self.ball = Ball(20, COLOR_3)
self.ball.position = 60, 60
self.sprite_list = arcade.SpriteList()
self.sprite_list.append(self.ball)
self.pressed_key: Optional[int] = None
def on_update(self, delta_time: float):
if self.pressed_key:
if self.pressed_key == arcade.key.UP:
self.ball.change_y += SPRITE_SPEED
elif self.pressed_key == arcade.key.RIGHT:
self.ball.change_x += SPRITE_SPEED
elif self.pressed_key == arcade.key.DOWN:
self.ball.change_y -= SPRITE_SPEED
elif self.pressed_key == arcade.key.LEFT:
self.ball.change_x -= SPRITE_SPEED
self.sprite_list.update()
if self.ball.top >= self.top or self.ball.bottom <= self.bottom:
self.ball.change_y *= -1
self.ball.bounce_count += 1
if self.ball.left <= self.left or self.ball.right >= self.right:
self.ball.change_x *= -1
self.ball.bounce_count += 1
def on_draw(self):
arcade.draw_lrtb_rectangle_filled(self.left, self.right, self.top,
self.bottom, COLOR_DARK)
arcade.draw_lrtb_rectangle_outline(self.left, self.right, self.top,
self.bottom, COLOR_LIGHT)
self.sprite_list.draw()
def on_key_press(self, symbol: int, modifiers: int):
self.pressed_key = symbol
def on_key_release(self, _symbol: int, _modifiers: int):
self.pressed_key = None
def on_resize(self, width: int, height: int):
self.width = width - self.view.panel.width
self.height = height - self.view.info_bar.height
class GameView(arcade.View):
""" The game itself """
def __init__(self):
super().__init__()
# create and store the modal, so we can set
# self.modal_section.enabled = True to show it
self.modal_section = ModalSection(self.window.width / 3,
(self.window.height / 2) - 100,
400, 200)
# we set accept_keyboard_events to False (default to True)
self.info_bar = InfoBar(0, self.window.height - INFO_BAR_HEIGHT,
self.window.width, INFO_BAR_HEIGHT,
accept_keyboard_events=False)
# as prevent_dispatch is on by default, we let pass the events to the
# following Section: the map
self.panel = Panel(self.window.width - PANEL_WIDTH, 0, PANEL_WIDTH,
self.window.height - INFO_BAR_HEIGHT,
prevent_dispatch={False})
self.map = Map(0, 0, self.window.width - PANEL_WIDTH,
self.window.height - INFO_BAR_HEIGHT)
# add the sections
self.section_manager.add_section(self.modal_section)
self.section_manager.add_section(self.info_bar)
self.section_manager.add_section(self.panel)
self.section_manager.add_section(self.map)
def on_draw(self):
arcade.start_render()
def main():
window = arcade.Window(resizable=True)
game = GameView()
window.show_view(game)
window.run()
if __name__ == '__main__':
main()
|