Move Sprites By Angle#
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 | """ Move Sprite by Angle Simple program to show basic sprite usage. 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_move_angle """ import arcade import math SPRITE_SCALING = 0.5 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Move Sprite by Angle Example" MOVEMENT_SPEED = 5 ANGLE_SPEED = 5 class Player(arcade.Sprite): """ Player class """ def __init__(self, image, scale): """ Set up the player """ # Call the parent init super().__init__(image, scale) # Create a variable to hold our speed. 'angle' is created by the parent self.speed = 0 def update(self): # Convert angle in degrees to radians. angle_rad = math.radians(self.angle) # Rotate the ship self.angle += self.change_angle # Use math to find our change based on our speed and angle self.center_x += -self.speed * math.sin(angle_rad) self.center_y += self.speed * math.cos(angle_rad) class MyGame(arcade.Window): """ Main application class. """ def __init__(self, width, height, title): """ Initializer """ # Call the parent class initializer super().__init__(width, height, title) # Variables that will hold sprite lists self.player_list = None # Set up the player info self.player_sprite = None # Set the background color arcade.set_background_color(arcade.color.BLACK) def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() # Set up the player self.player_sprite = Player(":resources:images/space_shooter/playerShip1_orange.png", SPRITE_SCALING) self.player_sprite.center_x = SCREEN_WIDTH / 2 self.player_sprite.center_y = SCREEN_HEIGHT / 2 self.player_list.append(self.player_sprite) def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing self.clear() # Draw all the sprites. self.player_list.draw() 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.player_list.update() def on_key_press(self, key, modifiers): """Called whenever a key is pressed. """ # Forward/back if key == arcade.key.UP: self.player_sprite.speed = MOVEMENT_SPEED elif key == arcade.key.DOWN: self.player_sprite.speed = -MOVEMENT_SPEED # Rotate left/right elif key == arcade.key.LEFT: self.player_sprite.change_angle = ANGLE_SPEED elif key == arcade.key.RIGHT: self.player_sprite.change_angle = -ANGLE_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.speed = 0 elif key == arcade.key.LEFT or key == arcade.key.RIGHT: self.player_sprite.change_angle = 0 def main(): """ Main function """ window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) window.setup() arcade.run() if __name__ == "__main__": main() |