Ray-Casting Starting File#
start.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 | import random import arcade # 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, resizable=True) # 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 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): self.clear() self.wall_list.draw() self.bomb_list.draw() 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() |