pymunk_demo_platformer_09.py Full Listing

pymunk_demo_platformer_09.py
  1"""
  2Example of Pymunk Physics Engine Platformer
  3"""
  4import math
  5from typing import Optional
  6import arcade
  7
  8SCREEN_TITLE = "PyMunk Platformer"
  9
 10# How big are our image tiles?
 11SPRITE_IMAGE_SIZE = 128
 12
 13# Scale sprites up or down
 14SPRITE_SCALING_PLAYER = 0.5
 15SPRITE_SCALING_TILES = 0.5
 16
 17# Scaled sprite size for tiles
 18SPRITE_SIZE = int(SPRITE_IMAGE_SIZE * SPRITE_SCALING_PLAYER)
 19
 20# Size of grid to show on screen, in number of tiles
 21SCREEN_GRID_WIDTH = 25
 22SCREEN_GRID_HEIGHT = 15
 23
 24# Size of screen to show, in pixels
 25SCREEN_WIDTH = SPRITE_SIZE * SCREEN_GRID_WIDTH
 26SCREEN_HEIGHT = SPRITE_SIZE * SCREEN_GRID_HEIGHT
 27
 28# --- Physics forces. Higher number, faster accelerating.
 29
 30# Gravity
 31GRAVITY = 1500
 32
 33# Damping - Amount of speed lost per second
 34DEFAULT_DAMPING = 1.0
 35PLAYER_DAMPING = 0.4
 36
 37# Friction between objects
 38PLAYER_FRICTION = 1.0
 39WALL_FRICTION = 0.7
 40DYNAMIC_ITEM_FRICTION = 0.6
 41
 42# Mass (defaults to 1)
 43PLAYER_MASS = 2.0
 44
 45# Keep player from going too fast
 46PLAYER_MAX_HORIZONTAL_SPEED = 450
 47PLAYER_MAX_VERTICAL_SPEED = 1600
 48
 49# Force applied while on the ground
 50PLAYER_MOVE_FORCE_ON_GROUND = 8000
 51
 52# Force applied when moving left/right in the air
 53PLAYER_MOVE_FORCE_IN_AIR = 900
 54
 55# Strength of a jump
 56PLAYER_JUMP_IMPULSE = 1800
 57
 58# Close enough to not-moving to have the animation go to idle.
 59DEAD_ZONE = 0.1
 60
 61# Constants used to track if the player is facing left or right
 62RIGHT_FACING = 0
 63LEFT_FACING = 1
 64
 65# How many pixels to move before we change the texture in the walking animation
 66DISTANCE_TO_CHANGE_TEXTURE = 20
 67
 68# How much force to put on the bullet
 69BULLET_MOVE_FORCE = 4500
 70
 71# Mass of the bullet
 72BULLET_MASS = 0.1
 73
 74# Make bullet less affected by gravity
 75BULLET_GRAVITY = 300
 76
 77
 78class PlayerSprite(arcade.Sprite):
 79    """ Player Sprite """
 80    def __init__(self):
 81        """ Init """
 82        # Let parent initialize
 83        super().__init__(scale=SPRITE_SCALING_PLAYER)
 84
 85        # Images from Kenney.nl's Character pack
 86        # main_path = ":resources:images/animated_characters/female_adventurer/femaleAdventurer"
 87        main_path = ":resources:images/animated_characters/female_person/femalePerson"
 88        # main_path = ":resources:images/animated_characters/male_person/malePerson"
 89        # main_path = ":resources:images/animated_characters/male_adventurer/maleAdventurer"
 90        # main_path = ":resources:images/animated_characters/zombie/zombie"
 91        # main_path = ":resources:images/animated_characters/robot/robot"
 92
 93        # Load textures for idle, jump, and fall states
 94        idle_texture = arcade.load_texture(f"{main_path}_idle.png")
 95        jump_texture = arcade.load_texture(f"{main_path}_jump.png")
 96        fall_texture = arcade.load_texture(f"{main_path}_fall.png") 
 97        # Make pairs of textures facing left and right
 98        self.idle_texture_pair = idle_texture, idle_texture.flip_left_right()
 99        self.jump_texture_pair = jump_texture, jump_texture.flip_left_right()
100        self.fall_texture_pair = fall_texture, fall_texture.flip_left_right()
101
102        # Load textures for walking and make pairs of textures facing left and right
103        self.walk_textures = []
104        for i in range(8):
105            texture = arcade.load_texture(f"{main_path}_walk{i}.png")
106            self.walk_textures.append((texture, texture.flip_left_right()))
107
108        # Set the initial texture
109        self.texture = self.idle_texture_pair[0]
110
111        # Default to face-right
112        self.character_face_direction = RIGHT_FACING
113
114        # Index of our current texture
115        self.cur_texture = 0
116
117        # How far have we traveled horizontally since changing the texture
118        self.x_odometer = 0
119
120    def pymunk_moved(self, physics_engine, dx, dy, d_angle):
121        """ Handle being moved by the pymunk engine """
122        # Figure out if we need to face left or right
123        if dx < -DEAD_ZONE and self.character_face_direction == RIGHT_FACING:
124            self.character_face_direction = LEFT_FACING
125        elif dx > DEAD_ZONE and self.character_face_direction == LEFT_FACING:
126            self.character_face_direction = RIGHT_FACING
127
128        # Are we on the ground?
129        is_on_ground = physics_engine.is_on_ground(self)
130
131        # Add to the odometer how far we've moved
132        self.x_odometer += dx
133
134        # Jumping animation
135        if not is_on_ground:
136            if dy > DEAD_ZONE:
137                self.texture = self.jump_texture_pair[self.character_face_direction]
138                return
139            elif dy < -DEAD_ZONE:
140                self.texture = self.fall_texture_pair[self.character_face_direction]
141                return
142
143        # Idle animation
144        if abs(dx) <= DEAD_ZONE:
145            self.texture = self.idle_texture_pair[self.character_face_direction]
146            return
147
148        # Have we moved far enough to change the texture?
149        if abs(self.x_odometer) > DISTANCE_TO_CHANGE_TEXTURE:
150
151            # Reset the odometer
152            self.x_odometer = 0
153
154            # Advance the walking animation
155            self.cur_texture += 1
156            if self.cur_texture > 7:
157                self.cur_texture = 0
158            self.texture = self.walk_textures[self.cur_texture][self.character_face_direction]
159
160
161class GameWindow(arcade.Window):
162    """ Main Window """
163
164    def __init__(self, width, height, title):
165        """ Create the variables """
166
167        # Init the parent class
168        super().__init__(width, height, title)
169
170        # Player sprite
171        self.player_sprite: Optional[PlayerSprite] = None
172
173        # Sprite lists we need
174        self.player_list: Optional[arcade.SpriteList] = None
175        self.wall_list: Optional[arcade.SpriteList] = None
176        self.bullet_list: Optional[arcade.SpriteList] = None
177        self.item_list: Optional[arcade.SpriteList] = None
178
179        # Track the current state of what key is pressed
180        self.left_pressed: bool = False
181        self.right_pressed: bool = False
182
183        # Physics engine
184        self.physics_engine = Optional[arcade.PymunkPhysicsEngine]
185
186        # Set background color
187        self.background_color = arcade.color.AMAZON
188
189    def setup(self):
190        """ Set up everything with the game """
191
192        # Create the sprite lists
193        self.player_list = arcade.SpriteList()
194        self.bullet_list = arcade.SpriteList()
195
196        # Map name
197        map_name = ":resources:/tiled_maps/pymunk_test_map.json"
198
199        # Load in TileMap
200        tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
201
202        # Pull the sprite layers out of the tile map
203        self.wall_list = tile_map.sprite_lists["Platforms"]
204        self.item_list = tile_map.sprite_lists["Dynamic Items"]
205
206        # Create player sprite
207        self.player_sprite = PlayerSprite()
208
209        # Set player location
210        grid_x = 1
211        grid_y = 1
212        self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
213        self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
214        # Add to player sprite list
215        self.player_list.append(self.player_sprite)
216
217        # --- Pymunk Physics Engine Setup ---
218
219        # The default damping for every object controls the percent of velocity
220        # the object will keep each second. A value of 1.0 is no speed loss,
221        # 0.9 is 10% per second, 0.1 is 90% per second.
222        # For top-down games, this is basically the friction for moving objects.
223        # For platformers with gravity, this should probably be set to 1.0.
224        # Default value is 1.0 if not specified.
225        damping = DEFAULT_DAMPING
226
227        # Set the gravity. (0, 0) is good for outer space and top-down.
228        gravity = (0, -GRAVITY)
229
230        # Create the physics engine
231        self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
232                                                         gravity=gravity)
233
234        # Add the player.
235        # For the player, we set the damping to a lower value, which increases
236        # the damping rate. This prevents the character from traveling too far
237        # after the player lets off the movement keys.
238        # Setting the moment of inertia to PymunkPhysicsEngine.MOMENT_INF prevents it from
239        # rotating.
240        # Friction normally goes between 0 (no friction) and 1.0 (high friction)
241        # Friction is between two objects in contact. It is important to remember
242        # in top-down games that friction moving along the 'floor' is controlled
243        # by damping.
244        self.physics_engine.add_sprite(self.player_sprite,
245                                       friction=PLAYER_FRICTION,
246                                       mass=PLAYER_MASS,
247                                       moment_of_inertia=arcade.PymunkPhysicsEngine.MOMENT_INF,
248                                       collision_type="player",
249                                       max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
250                                       max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)
251
252        # Create the walls.
253        # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
254        # move.
255        # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
256        # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
257        # repositioned by code and don't respond to physics forces.
258        # Dynamic is default.
259        self.physics_engine.add_sprite_list(self.wall_list,
260                                            friction=WALL_FRICTION,
261                                            collision_type="wall",
262                                            body_type=arcade.PymunkPhysicsEngine.STATIC)
263
264        # Create the items
265        self.physics_engine.add_sprite_list(self.item_list,
266                                            friction=DYNAMIC_ITEM_FRICTION,
267                                            collision_type="item")
268
269    def on_key_press(self, key, modifiers):
270        """Called whenever a key is pressed. """
271
272        if key == arcade.key.LEFT:
273            self.left_pressed = True
274        elif key == arcade.key.RIGHT:
275            self.right_pressed = True
276        elif key == arcade.key.UP:
277            # find out if player is standing on ground
278            if self.physics_engine.is_on_ground(self.player_sprite):
279                # She is! Go ahead and jump
280                impulse = (0, PLAYER_JUMP_IMPULSE)
281                self.physics_engine.apply_impulse(self.player_sprite, impulse)
282
283    def on_key_release(self, key, modifiers):
284        """Called when the user releases a key. """
285
286        if key == arcade.key.LEFT:
287            self.left_pressed = False
288        elif key == arcade.key.RIGHT:
289            self.right_pressed = False
290
291    def on_mouse_press(self, x, y, button, modifiers):
292        """ Called whenever the mouse button is clicked. """
293
294        bullet = arcade.SpriteSolidColor(width=20, height=5, color=arcade.color.DARK_YELLOW)
295        self.bullet_list.append(bullet)
296
297        # Position the bullet at the player's current location
298        start_x = self.player_sprite.center_x
299        start_y = self.player_sprite.center_y
300        bullet.position = self.player_sprite.position
301
302        # Get from the mouse the destination location for the bullet
303        # IMPORTANT! If you have a scrolling screen, you will also need
304        # to add in self.view_bottom and self.view_left.
305        dest_x = x
306        dest_y = y
307
308        # Do math to calculate how to get the bullet to the destination.
309        # Calculation the angle in radians between the start points
310        # and end points. This is the angle the bullet will travel.
311        x_diff = dest_x - start_x
312        y_diff = dest_y - start_y
313        angle = math.atan2(y_diff, x_diff)
314
315        # What is the 1/2 size of this sprite, so we can figure out how far
316        # away to spawn the bullet
317        size = max(self.player_sprite.width, self.player_sprite.height) / 2
318
319        # Use angle to to spawn bullet away from player in proper direction
320        bullet.center_x += size * math.cos(angle)
321        bullet.center_y += size * math.sin(angle)
322
323        # Set angle of bullet
324        bullet.angle = math.degrees(angle)
325
326        # Gravity to use for the bullet
327        # If we don't use custom gravity, bullet drops too fast, or we have
328        # to make it go too fast.
329        # Force is in relation to bullet's angle.
330        bullet_gravity = (0, -BULLET_GRAVITY)
331
332        # Add the sprite. This needs to be done AFTER setting the fields above.
333        self.physics_engine.add_sprite(bullet,
334                                       mass=BULLET_MASS,
335                                       damping=1.0,
336                                       friction=0.6,
337                                       collision_type="bullet",
338                                       gravity=bullet_gravity,
339                                       elasticity=0.9)
340
341        # Add force to bullet
342        force = (BULLET_MOVE_FORCE, 0)
343        self.physics_engine.apply_force(bullet, force)
344
345    def on_update(self, delta_time):
346        """ Movement and game logic """
347
348        is_on_ground = self.physics_engine.is_on_ground(self.player_sprite)
349        # Update player forces based on keys pressed
350        if self.left_pressed and not self.right_pressed:
351            # Create a force to the left. Apply it.
352            if is_on_ground:
353                force = (-PLAYER_MOVE_FORCE_ON_GROUND, 0)
354            else:
355                force = (-PLAYER_MOVE_FORCE_IN_AIR, 0)
356            self.physics_engine.apply_force(self.player_sprite, force)
357            # Set friction to zero for the player while moving
358            self.physics_engine.set_friction(self.player_sprite, 0)
359        elif self.right_pressed and not self.left_pressed:
360            # Create a force to the right. Apply it.
361            if is_on_ground:
362                force = (PLAYER_MOVE_FORCE_ON_GROUND, 0)
363            else:
364                force = (PLAYER_MOVE_FORCE_IN_AIR, 0)
365            self.physics_engine.apply_force(self.player_sprite, force)
366            # Set friction to zero for the player while moving
367            self.physics_engine.set_friction(self.player_sprite, 0)
368        else:
369            # Player's feet are not moving. Therefore up the friction so we stop.
370            self.physics_engine.set_friction(self.player_sprite, 1.0)
371
372        # Move items in the physics engine
373        self.physics_engine.step()
374
375    def on_draw(self):
376        """ Draw everything """
377        self.clear()
378        self.wall_list.draw()
379        self.bullet_list.draw()
380        self.item_list.draw()
381        self.player_list.draw()
382
383def main():
384    """ Main function """
385    window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
386    window.setup()
387    arcade.run()
388
389
390if __name__ == "__main__":
391    main()