Step 6 Python#

../../_images/step_06.png
step_06.py#
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import random
from pathlib import Path
from pyglet.math import Vec2

import arcade
from arcade.experimental import Shadertoy

# Do the math to figure out our screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Ray-casting Demo"

SPRITE_SCALING = 0.25

# How fast the camera pans to the player. 1.0 is instant.
CAMERA_SPEED = 0.1

PLAYER_MOVEMENT_SPEED = 7
BOMB_COUNT = 70
PLAYING_FIELD_WIDTH = 1600
PLAYING_FIELD_HEIGHT = 1600


class MyGame(arcade.Window):

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

        # The shader toy and 'channels' we'll be using
        self.shadertoy = None
        self.channel0 = None
        self.channel1 = None
        self.load_shader()

        # Sprites and sprite lists
        self.player_sprite = None
        self.wall_list = arcade.SpriteList()
        self.player_list = arcade.SpriteList()
        self.bomb_list = arcade.SpriteList()
        self.physics_engine = None

        self.generate_sprites()
        arcade.set_background_color(arcade.color.ARMY_GREEN)

    def load_shader(self):
        # Where is the shader file? Must be specified as a path.
        shader_file_path = Path("step_06.glsl")

        # Size of the window
        window_size = self.get_size()

        # Create the shader toy
        self.shadertoy = Shadertoy.create_from_file(window_size, shader_file_path)

        # Create the channels 0 and 1 frame buffers.
        # Make the buffer the size of the window, with 4 channels (RGBA)
        self.channel0 = self.shadertoy.ctx.framebuffer(
            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
        )
        self.channel1 = self.shadertoy.ctx.framebuffer(
            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
        )

        # Assign the frame buffers to the channels
        self.shadertoy.channel_0 = self.channel0.color_attachments[0]
        self.shadertoy.channel_1 = self.channel1.color_attachments[0]

    def generate_sprites(self):
        # -- Set up several columns of walls
        for x in range(0, PLAYING_FIELD_WIDTH, 128):
            for y in range(0, PLAYING_FIELD_HEIGHT, int(128 * SPRITE_SCALING)):
                # Randomly skip a box so the player can find a way through
                if random.randrange(2) > 0:
                    wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
                    wall.center_x = x
                    wall.center_y = y
                    self.wall_list.append(wall)

        # -- Set some hidden bombs in the area
        for i in range(BOMB_COUNT):
            bomb = arcade.Sprite(":resources:images/tiles/bomb.png", 0.25)
            placed = False
            while not placed:
                bomb.center_x = random.randrange(PLAYING_FIELD_WIDTH)
                bomb.center_y = random.randrange(PLAYING_FIELD_HEIGHT)
                if not arcade.check_for_collision_with_list(bomb, self.wall_list):
                    placed = True
            self.bomb_list.append(bomb)

        # Create the player
        self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
                                           scale=SPRITE_SCALING)
        self.player_sprite.center_x = 256
        self.player_sprite.center_y = 512
        self.player_list.append(self.player_sprite)

        # Physics engine, so we don't run into walls
        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)

    def on_draw(self):
        # Select the channel 0 frame buffer to draw on
        self.channel0.use()
        self.channel0.clear()
        # Draw the walls
        self.wall_list.draw()

        self.channel1.use()
        self.channel1.clear()
        # Draw the bombs
        self.bomb_list.draw()

        # Select this window to draw on
        self.use()
        # Clear to background color
        self.clear()
        # Run the shader and render to the window
        self.shadertoy.program['lightPosition'] = self.player_sprite.position
        self.shadertoy.program['lightSize'] = 300
        self.shadertoy.render()

        # Draw the walls
        self.wall_list.draw()

        # Draw the player
        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 = PLAYER_MOVEMENT_SPEED
        elif key == arcade.key.DOWN:
            self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED
        elif key == arcade.key.LEFT:
            self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
        elif key == arcade.key.RIGHT:
            self.player_sprite.change_x = PLAYER_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()


if __name__ == "__main__":
    MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    arcade.run()