Step 4 - Add User Control#
Now we need to be able to get the user to move around.
First, at the top of the program add a constant that controls how many pixels per update our character travels:
TILE_SCALING = 0.5
Next, at the end of our setup
method, we need to create a physics engine that will
move our player and keep her from running through walls. The PhysicsEngineSimple
class takes two parameters: The moving
sprite, and a list of sprites the moving sprite can’t move through.
For more information about the physics engine we are using in this tutorial,
see arcade.PhysicsEngineSimple
.
Note
It is possible to have multiple physics engines, one per moving sprite. These are very simple, but easy physics engines. See Pymunk Platformer for a more advanced physics engine.
self.scene.add_sprite("Walls", wall)
# Create the 'physics engine'
self.physics_engine = arcade.PhysicsEngineSimple(
Each sprite has center_x
and center_y
attributes. Changing these will
change the location of the sprite. (There are also attributes for top, bottom,
left, right, and angle that will move the sprite.)
Each sprite has change_x
and change_y
variables. These can be used to
hold the velocity that the sprite is moving with. We will adjust these
based on what key the user hits. If the user hits the right arrow key
we want a positive value for change_x
. If the value is 5, it will move
5 pixels per frame.
In this case, when the user presses a key we’ll change the sprites change x and y. The physics engine will look at that, and move the player unless she’ll hit a wall.
1 def on_key_press(self, key, modifiers):
2 """Called whenever a key is pressed."""
3
4 if key == arcade.key.UP or key == arcade.key.W:
5 self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED
6 elif key == arcade.key.DOWN or key == arcade.key.S:
7 self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED
8 elif key == arcade.key.LEFT or key == arcade.key.A:
9 self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
10 elif key == arcade.key.RIGHT or key == arcade.key.D:
11 self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
On releasing the key, we’ll put our speed back to zero.
1 def on_key_release(self, key, modifiers):
2 """Called when the user releases a key."""
3
4 if key == arcade.key.UP or key == arcade.key.W:
5 self.player_sprite.change_y = 0
6 elif key == arcade.key.DOWN or key == arcade.key.S:
7 self.player_sprite.change_y = 0
8 elif key == arcade.key.LEFT or key == arcade.key.A:
9 self.player_sprite.change_x = 0
10 elif key == arcade.key.RIGHT or key == arcade.key.D:
11 self.player_sprite.change_x = 0
Note
This method of tracking the speed to the key the player presses is simple, but isn’t perfect. If the player hits both left and right keys at the same time, then lets off the left one, we expect the player to move right. This method won’t support that. If you want a slightly more complex method that does, see Better Move By Keyboard.
Our on_update
method is called about 60 times per second. We’ll ask the physics
engine to move our player based on her change_x
and change_y
.
1 def on_update(self, delta_time):
2 """Movement and game logic"""
3
4 # Move the player with the physics engine
5 self.physics_engine.update()
Source Code#
1"""
2Platformer Game
3
4python -m arcade.examples.platform_tutorial.04_user_control
5"""
6import arcade
7
8# Constants
9SCREEN_WIDTH = 1000
10SCREEN_HEIGHT = 650
11SCREEN_TITLE = "Platformer"
12
13# Constants used to scale our sprites from their original size
14CHARACTER_SCALING = 1
15TILE_SCALING = 0.5
16
17# Movement speed of player, in pixels per frame
18PLAYER_MOVEMENT_SPEED = 5
19
20
21class MyGame(arcade.Window):
22 """
23 Main application class.
24 """
25
26 def __init__(self):
27
28 # Call the parent class and set up the window
29 super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
30
31 # Our Scene Object
32 self.scene = None
33
34 # Separate variable that holds the player sprite
35 self.player_sprite = None
36
37 # Our physics engine
38 self.physics_engine = None
39
40 self.background_color = arcade.csscolor.CORNFLOWER_BLUE
41
42 def setup(self):
43 """Set up the game here. Call this function to restart the game."""
44
45 # Initialize Scene
46 self.scene = arcade.Scene()
47
48 # Set up the player, specifically placing it at these coordinates.
49 image_source = ":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png"
50 self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING)
51 self.player_sprite.center_x = 64
52 self.player_sprite.center_y = 128
53 self.scene.add_sprite("Player", self.player_sprite)
54
55 # Create the ground
56 # This shows using a loop to place multiple sprites horizontally
57 for x in range(0, 1250, 64):
58 wall = arcade.Sprite(":resources:images/tiles/grassMid.png", TILE_SCALING)
59 wall.center_x = x
60 wall.center_y = 32
61 self.scene.add_sprite("Walls", wall)
62
63 # Put some crates on the ground
64 # This shows using a coordinate list to place sprites
65 coordinate_list = [[512, 96], [256, 96], [768, 96]]
66
67 for coordinate in coordinate_list:
68 # Add a crate on the ground
69 wall = arcade.Sprite(
70 ":resources:images/tiles/boxCrate_double.png", TILE_SCALING
71 )
72 wall.position = coordinate
73 self.scene.add_sprite("Walls", wall)
74
75 # Create the 'physics engine'
76 self.physics_engine = arcade.PhysicsEngineSimple(
77 self.player_sprite, self.scene.get_sprite_list("Walls")
78 )
79
80 def on_draw(self):
81 """Render the screen."""
82
83 # Clear the screen to the background color
84 self.clear()
85
86 # Draw our Scene
87 self.scene.draw()
88
89 def on_key_press(self, key, modifiers):
90 """Called whenever a key is pressed."""
91
92 if key == arcade.key.UP or key == arcade.key.W:
93 self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED
94 elif key == arcade.key.DOWN or key == arcade.key.S:
95 self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED
96 elif key == arcade.key.LEFT or key == arcade.key.A:
97 self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
98 elif key == arcade.key.RIGHT or key == arcade.key.D:
99 self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
100
101 def on_key_release(self, key, modifiers):
102 """Called when the user releases a key."""
103
104 if key == arcade.key.UP or key == arcade.key.W:
105 self.player_sprite.change_y = 0
106 elif key == arcade.key.DOWN or key == arcade.key.S:
107 self.player_sprite.change_y = 0
108 elif key == arcade.key.LEFT or key == arcade.key.A:
109 self.player_sprite.change_x = 0
110 elif key == arcade.key.RIGHT or key == arcade.key.D:
111 self.player_sprite.change_x = 0
112
113 def on_update(self, delta_time):
114 """Movement and game logic"""
115
116 # Move the player with the physics engine
117 self.physics_engine.update()
118
119
120def main():
121 """Main function"""
122 window = MyGame()
123 window.setup()
124 arcade.run()
125
126
127if __name__ == "__main__":
128 main()