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234 | """
Line of Sight
.. note:: This uses features from the upcoming version 2.4. The API for these
functions may still change. To use, you will need to install one of the
pre-release packages, or install via GitHub.
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.line_of_sight
"""
import arcade
import os
import random
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Line of Sight"
MOVEMENT_SPEED = 5
VIEWPORT_MARGIN = 300
class MyGame(arcade.Window):
"""
Main application class.
"""
def __init__(self, width, height, title):
"""
Initializer
"""
# Call the parent class initializer
super().__init__(width, height, title)
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# Variables that will hold sprite lists
self.player_list = None
self.wall_list = None
self.enemy_list = None
# Set up the player info
self.player = None
# Track the current state of what key is pressed
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
self.physics_engine = None
# Used in scrolling
self.view_bottom = 0
self.view_left = 0
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList(use_spatial_hash=True)
self.enemy_list = arcade.SpriteList()
# Set up the player
self.player = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
SPRITE_SCALING)
self.player.center_x = 50
self.player.center_y = 350
self.player_list.append(self.player)
# Set enemies
enemy = arcade.Sprite(":resources:images/animated_characters/zombie/zombie_idle.png", SPRITE_SCALING)
enemy.center_x = 350
enemy.center_y = 350
self.enemy_list.append(enemy)
spacing = 200
for column in range(10):
for row in range(10):
sprite = arcade.Sprite(":resources:images/tiles/grassCenter.png", 0.5)
x = (column + 1) * spacing
y = (row + 1) * sprite.height
sprite.center_x = x
sprite.center_y = y
if random.randrange(100) > 20:
self.wall_list.append(sprite)
self.physics_engine = arcade.PhysicsEngineSimple(self.player,
self.wall_list)
def on_draw(self):
"""
Render the screen.
"""
try:
# This command has to happen before we start drawing
arcade.start_render()
# Draw all the sprites.
self.player_list.draw()
self.wall_list.draw()
self.enemy_list.draw()
for enemy in self.enemy_list:
if arcade.has_line_of_sight(self.player.position,
enemy.position,
self.wall_list):
color = arcade.color.RED
else:
color = arcade.color.WHITE
arcade.draw_line(self.player.center_x,
self.player.center_y,
enemy.center_x,
enemy.center_y,
color,
2)
except Exception as e:
print(e)
def on_update(self, delta_time):
""" Movement and game logic """
# Calculate speed based on the keys pressed
self.player.change_x = 0
self.player.change_y = 0
if self.up_pressed and not self.down_pressed:
self.player.change_y = MOVEMENT_SPEED
elif self.down_pressed and not self.up_pressed:
self.player.change_y = -MOVEMENT_SPEED
if self.left_pressed and not self.right_pressed:
self.player.change_x = -MOVEMENT_SPEED
elif self.right_pressed and not self.left_pressed:
self.player.change_x = MOVEMENT_SPEED
self.physics_engine.update()
# --- Manage Scrolling ---
# Keep track of if we changed the boundary. We don't want to call the
# set_viewport command if we didn't change the view port.
changed = False
# Scroll left
left_boundary = self.view_left + VIEWPORT_MARGIN
if self.player.left < left_boundary:
self.view_left -= left_boundary - self.player.left
changed = True
# Scroll right
right_boundary = self.view_left + SCREEN_WIDTH - VIEWPORT_MARGIN
if self.player.right > right_boundary:
self.view_left += self.player.right - right_boundary
changed = True
# Scroll up
top_boundary = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN
if self.player.top > top_boundary:
self.view_bottom += self.player.top - top_boundary
changed = True
# Scroll down
bottom_boundary = self.view_bottom + VIEWPORT_MARGIN
if self.player.bottom < bottom_boundary:
self.view_bottom -= bottom_boundary - self.player.bottom
changed = True
# Make sure our boundaries are integer values. While the view port does
# support floating point numbers, for this application we want every pixel
# in the view port to map directly onto a pixel on the screen. We don't want
# any rounding errors.
self.view_left = int(self.view_left)
self.view_bottom = int(self.view_bottom)
# If we changed the boundary values, update the view port to match
if changed:
arcade.set_viewport(self.view_left,
SCREEN_WIDTH + self.view_left,
self.view_bottom,
SCREEN_HEIGHT + self.view_bottom)
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
if key == arcade.key.UP:
self.up_pressed = True
elif key == arcade.key.DOWN:
self.down_pressed = True
elif key == arcade.key.LEFT:
self.left_pressed = True
elif key == arcade.key.RIGHT:
self.right_pressed = True
def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """
if key == arcade.key.UP:
self.up_pressed = False
elif key == arcade.key.DOWN:
self.down_pressed = False
elif key == arcade.key.LEFT:
self.left_pressed = False
elif key == arcade.key.RIGHT:
self.right_pressed = False
def main():
""" Main function """
window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()
|