pymunk_demo_platformer_05.py Full Listing#
pymunk_demo_platformer_05.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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 | """ Example of Pymunk Physics Engine Platformer """ import math from typing import Optional import arcade SCREEN_TITLE = "PyMunk Platformer" # How big are our image tiles? SPRITE_IMAGE_SIZE = 128 # Scale sprites up or down SPRITE_SCALING_PLAYER = 0.5 SPRITE_SCALING_TILES = 0.5 # Scaled sprite size for tiles SPRITE_SIZE = int(SPRITE_IMAGE_SIZE * SPRITE_SCALING_PLAYER) # Size of grid to show on screen, in number of tiles SCREEN_GRID_WIDTH = 25 SCREEN_GRID_HEIGHT = 15 # Size of screen to show, in pixels SCREEN_WIDTH = SPRITE_SIZE * SCREEN_GRID_WIDTH SCREEN_HEIGHT = SPRITE_SIZE * SCREEN_GRID_HEIGHT # --- Physics forces. Higher number, faster accelerating. # Gravity GRAVITY = 1500 # Damping - Amount of speed lost per second DEFAULT_DAMPING = 1.0 PLAYER_DAMPING = 0.4 # Friction between objects PLAYER_FRICTION = 1.0 WALL_FRICTION = 0.7 DYNAMIC_ITEM_FRICTION = 0.6 # Mass (defaults to 1) PLAYER_MASS = 2.0 # Keep player from going too fast PLAYER_MAX_HORIZONTAL_SPEED = 450 PLAYER_MAX_VERTICAL_SPEED = 1600 class GameWindow(arcade.Window): """ Main Window """ def __init__(self, width, height, title): """ Create the variables """ # Init the parent class super().__init__(width, height, title) # Player sprite self.player_sprite: Optional[arcade.Sprite] = None # Sprite lists we need self.player_list: Optional[arcade.SpriteList] = None self.wall_list: Optional[arcade.SpriteList] = None self.bullet_list: Optional[arcade.SpriteList] = None self.item_list: Optional[arcade.SpriteList] = None # Track the current state of what key is pressed self.left_pressed: bool = False self.right_pressed: bool = False # Physics engine self.physics_engine = Optional[arcade.PymunkPhysicsEngine] # Set background color arcade.set_background_color(arcade.color.AMAZON) def setup(self): """ Set up everything with the game """ # Create the sprite lists self.player_list = arcade.SpriteList() self.bullet_list = arcade.SpriteList() # Map name map_name = ":resources:/tiled_maps/pymunk_test_map.json" # Load in TileMap tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES) # Pull the sprite layers out of the tile map self.wall_list = tile_map.sprite_lists["Platforms"] self.item_list = tile_map.sprite_lists["Dynamic Items"] # Create player sprite self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png", SPRITE_SCALING_PLAYER) # Set player location grid_x = 1 grid_y = 1 self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2 self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2 # Add to player sprite list self.player_list.append(self.player_sprite) # --- Pymunk Physics Engine Setup --- # The default damping for every object controls the percent of velocity # the object will keep each second. A value of 1.0 is no speed loss, # 0.9 is 10% per second, 0.1 is 90% per second. # For top-down games, this is basically the friction for moving objects. # For platformers with gravity, this should probably be set to 1.0. # Default value is 1.0 if not specified. damping = DEFAULT_DAMPING # Set the gravity. (0, 0) is good for outer space and top-down. gravity = (0, -GRAVITY) # Create the physics engine self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping, gravity=gravity) # Add the player. # For the player, we set the damping to a lower value, which increases # the damping rate. This prevents the character from traveling too far # after the player lets off the movement keys. # Setting the moment to PymunkPhysicsEngine.MOMENT_INF prevents it from # rotating. # Friction normally goes between 0 (no friction) and 1.0 (high friction) # Friction is between two objects in contact. It is important to remember # in top-down games that friction moving along the 'floor' is controlled # by damping. self.physics_engine.add_sprite(self.player_sprite, friction=PLAYER_FRICTION, mass=PLAYER_MASS, moment=arcade.PymunkPhysicsEngine.MOMENT_INF, collision_type="player", max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED, max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED) # Create the walls. # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't # move. # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be # repositioned by code and don't respond to physics forces. # Dynamic is default. self.physics_engine.add_sprite_list(self.wall_list, friction=WALL_FRICTION, collision_type="wall", body_type=arcade.PymunkPhysicsEngine.STATIC) # Create the items self.physics_engine.add_sprite_list(self.item_list, friction=DYNAMIC_ITEM_FRICTION, collision_type="item") def on_key_press(self, key, modifiers): """Called whenever a key is pressed. """ pass def on_key_release(self, key, modifiers): """Called when the user releases a key. """ pass def on_update(self, delta_time): """ Movement and game logic """ self.physics_engine.step() def on_draw(self): """ Draw everything """ self.clear() self.wall_list.draw() self.bullet_list.draw() self.item_list.draw() self.player_list.draw() def main(): """ Main function """ window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) window.setup() arcade.run() if __name__ == "__main__": main() |