Full Screen Example

Screenshot of a program demoing how to use full-screen
full_screen_example.py
  1"""
  2Use sprites to scroll around a large screen.
  3
  4Simple program to show basic sprite usage.
  5
  6Artwork from https://kenney.nl
  7
  8If Python and Arcade are installed, this example can be run from the command line with:
  9python -m arcade.examples.full_screen_example
 10"""
 11
 12import arcade
 13
 14SPRITE_SCALING = 0.5
 15
 16SCREEN_WIDTH = 800
 17SCREEN_HEIGHT = 600
 18SCREEN_TITLE = "Full Screen Example"
 19
 20# How many pixels to keep as a minimum margin between the character
 21# and the edge of the screen.
 22VIEWPORT_MARGIN = 40
 23
 24MOVEMENT_SPEED = 5
 25
 26
 27class MyGame(arcade.Window):
 28    """ Main application class. """
 29
 30    def __init__(self):
 31        """
 32        Initializer
 33        """
 34        # Open a window in full screen mode. Remove fullscreen=True if
 35        # you don't want to start this way.
 36        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE, fullscreen=True)
 37
 38        # This will get the size of the window, and set the viewport to match.
 39        # So if the window is 1000x1000, then so will our viewport. If
 40        # you want something different, then use those coordinates instead.
 41        self.background_color = arcade.color.AMAZON
 42        self.example_image = arcade.load_texture(":resources:images/tiles/boxCrate_double.png")
 43
 44        # The camera used to update the viewport and projection on screen resize.
 45        # The position needs to be set to the bottom left corner.
 46        self.cam = arcade.camera.Camera2D(position=(0.0, 0.0))
 47
 48    def on_draw(self):
 49        """
 50        Render the screen.
 51        """
 52
 53        self.clear()
 54
 55        # Get viewport dimensions
 56        screen_width, screen_height = int(self.cam.width), int(self.cam.height)
 57
 58        text_size = 18
 59        # Draw text on the screen so the user has an idea of what is happening
 60        arcade.draw_text("Press F to toggle between full screen and windowed mode, unstretched.",
 61                         screen_width // 2, screen_height // 2 - 20,
 62                         arcade.color.WHITE, text_size, anchor_x="center")
 63        arcade.draw_text("Press S to toggle between full screen and windowed mode, stretched.",
 64                         screen_width // 2, screen_height // 2 + 20,
 65                         arcade.color.WHITE, text_size, anchor_x="center")
 66
 67        # Draw some boxes on the bottom so we can see how they change
 68        for x in range(64, 800, 128):
 69            y = 64
 70            width = 128
 71            height = 128
 72            arcade.draw_texture_rectangle(x, y, width, height, self.example_image)
 73
 74    def on_key_press(self, key, modifiers):
 75        """Called whenever a key is pressed. """
 76        if key == arcade.key.F:
 77            # User hits f. Flip between full and not full screen.
 78            self.set_fullscreen(not self.fullscreen)
 79
 80            # Get the window coordinates. Match viewport to window coordinates
 81            # so there is a one-to-one mapping.
 82            self.cam.projection = 0, self.width, 0, self.height
 83            self.cam.viewport = 0, 0, self.width, self.height
 84            self.cam.use()
 85
 86        if key == arcade.key.S:
 87            # User hits s. Flip between full and not full screen.
 88            self.set_fullscreen(not self.fullscreen)
 89
 90            # Instead of a one-to-one mapping, stretch/squash window to match the
 91            # constants. This does NOT respect aspect ratio. You'd need to
 92            # do a bit of math for that.
 93            self.cam.projection = 0, SCREEN_WIDTH, 0, SCREEN_HEIGHT
 94            self.cam.viewport = 0, 0, self.width, self.height
 95            self.cam.use()
 96
 97
 98def main():
 99    """ Main function """
100    MyGame()
101    arcade.run()
102
103
104if __name__ == "__main__":
105    main()