pymunk_demo_platformer_11.py Full Listing

pymunk_demo_platformer_11.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 BulletSprite(arcade.SpriteSolidColor):
162    """ Bullet Sprite """
163    def pymunk_moved(self, physics_engine, dx, dy, d_angle):
164        """ Handle when the sprite is moved by the physics engine. """
165        # If the bullet falls below the screen, remove it
166        if self.center_y < -100:
167            self.remove_from_sprite_lists()
168
169
170class GameWindow(arcade.Window):
171    """ Main Window """
172
173    def __init__(self, width, height, title):
174        """ Create the variables """
175
176        # Init the parent class
177        super().__init__(width, height, title)
178
179        # Player sprite
180        self.player_sprite: Optional[PlayerSprite] = None
181
182        # Sprite lists we need
183        self.player_list: Optional[arcade.SpriteList] = None
184        self.wall_list: Optional[arcade.SpriteList] = None
185        self.bullet_list: Optional[arcade.SpriteList] = None
186        self.item_list: Optional[arcade.SpriteList] = None
187        self.moving_sprites_list: Optional[arcade.SpriteList] = None
188
189        # Track the current state of what key is pressed
190        self.left_pressed: bool = False
191        self.right_pressed: bool = False
192
193        # Physics engine
194        self.physics_engine = Optional[arcade.PymunkPhysicsEngine]
195
196        # Set background color
197        self.background_color = arcade.color.AMAZON
198
199    def setup(self):
200        """ Set up everything with the game """
201
202        # Create the sprite lists
203        self.player_list = arcade.SpriteList()
204        self.bullet_list = arcade.SpriteList()
205
206        # Map name
207        map_name = ":resources:/tiled_maps/pymunk_test_map.json"
208
209        # Load in TileMap
210        tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
211
212        # Pull the sprite layers out of the tile map
213        self.wall_list = tile_map.sprite_lists["Platforms"]
214        self.item_list = tile_map.sprite_lists["Dynamic Items"]
215
216        # Create player sprite
217        self.player_sprite = PlayerSprite()
218
219        # Set player location
220        grid_x = 1
221        grid_y = 1
222        self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
223        self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
224        # Add to player sprite list
225        self.player_list.append(self.player_sprite)
226
227        # Moving Sprite
228        self.moving_sprites_list = tile_map.sprite_lists['Moving Platforms']
229
230        # --- Pymunk Physics Engine Setup ---
231
232        # The default damping for every object controls the percent of velocity
233        # the object will keep each second. A value of 1.0 is no speed loss,
234        # 0.9 is 10% per second, 0.1 is 90% per second.
235        # For top-down games, this is basically the friction for moving objects.
236        # For platformers with gravity, this should probably be set to 1.0.
237        # Default value is 1.0 if not specified.
238        damping = DEFAULT_DAMPING
239
240        # Set the gravity. (0, 0) is good for outer space and top-down.
241        gravity = (0, -GRAVITY)
242
243        # Create the physics engine
244        self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
245                                                         gravity=gravity)
246
247        def wall_hit_handler(bullet_sprite, _wall_sprite, _arbiter, _space, _data):
248            """ Called for bullet/wall collision """
249            bullet_sprite.remove_from_sprite_lists()
250
251        self.physics_engine.add_collision_handler("bullet", "wall", post_handler=wall_hit_handler)
252
253        def item_hit_handler(bullet_sprite, item_sprite, _arbiter, _space, _data):
254            """ Called for bullet/wall collision """
255            bullet_sprite.remove_from_sprite_lists()
256            item_sprite.remove_from_sprite_lists()
257
258        self.physics_engine.add_collision_handler("bullet", "item", post_handler=item_hit_handler)
259
260        # Add the player.
261        # For the player, we set the damping to a lower value, which increases
262        # the damping rate. This prevents the character from traveling too far
263        # after the player lets off the movement keys.
264        # Setting the moment of inertia to PymunkPhysicsEngine.MOMENT_INF prevents it from
265        # rotating.
266        # Friction normally goes between 0 (no friction) and 1.0 (high friction)
267        # Friction is between two objects in contact. It is important to remember
268        # in top-down games that friction moving along the 'floor' is controlled
269        # by damping.
270        self.physics_engine.add_sprite(self.player_sprite,
271                                       friction=PLAYER_FRICTION,
272                                       mass=PLAYER_MASS,
273                                       moment_of_inertia=arcade.PymunkPhysicsEngine.MOMENT_INF,
274                                       collision_type="player",
275                                       max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
276                                       max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)
277
278        # Create the walls.
279        # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
280        # move.
281        # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
282        # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
283        # repositioned by code and don't respond to physics forces.
284        # Dynamic is default.
285        self.physics_engine.add_sprite_list(self.wall_list,
286                                            friction=WALL_FRICTION,
287                                            collision_type="wall",
288                                            body_type=arcade.PymunkPhysicsEngine.STATIC)
289
290        # Create the items
291        self.physics_engine.add_sprite_list(self.item_list,
292                                            friction=DYNAMIC_ITEM_FRICTION,
293                                            collision_type="item")
294
295        # Add kinematic sprites
296        self.physics_engine.add_sprite_list(self.moving_sprites_list,
297                                            body_type=arcade.PymunkPhysicsEngine.KINEMATIC)
298
299    def on_key_press(self, key, modifiers):
300        """Called whenever a key is pressed. """
301
302        if key == arcade.key.LEFT:
303            self.left_pressed = True
304        elif key == arcade.key.RIGHT:
305            self.right_pressed = True
306        elif key == arcade.key.UP:
307            # find out if player is standing on ground
308            if self.physics_engine.is_on_ground(self.player_sprite):
309                # She is! Go ahead and jump
310                impulse = (0, PLAYER_JUMP_IMPULSE)
311                self.physics_engine.apply_impulse(self.player_sprite, impulse)
312
313    def on_key_release(self, key, modifiers):
314        """Called when the user releases a key. """
315
316        if key == arcade.key.LEFT:
317            self.left_pressed = False
318        elif key == arcade.key.RIGHT:
319            self.right_pressed = False
320
321    def on_mouse_press(self, x, y, button, modifiers):
322        """ Called whenever the mouse button is clicked. """
323
324        bullet = BulletSprite(width=20, height=5, color=arcade.color.DARK_YELLOW)
325        self.bullet_list.append(bullet)
326
327        # Position the bullet at the player's current location
328        start_x = self.player_sprite.center_x
329        start_y = self.player_sprite.center_y
330        bullet.position = self.player_sprite.position
331
332        # Get from the mouse the destination location for the bullet
333        # IMPORTANT! If you have a scrolling screen, you will also need
334        # to add in self.view_bottom and self.view_left.
335        dest_x = x
336        dest_y = y
337
338        # Do math to calculate how to get the bullet to the destination.
339        # Calculation the angle in radians between the start points
340        # and end points. This is the angle the bullet will travel.
341        x_diff = dest_x - start_x
342        y_diff = dest_y - start_y
343        angle = math.atan2(y_diff, x_diff)
344
345        # What is the 1/2 size of this sprite, so we can figure out how far
346        # away to spawn the bullet
347        size = max(self.player_sprite.width, self.player_sprite.height) / 2
348
349        # Use angle to to spawn bullet away from player in proper direction
350        bullet.center_x += size * math.cos(angle)
351        bullet.center_y += size * math.sin(angle)
352
353        # Set angle of bullet
354        bullet.angle = math.degrees(angle)
355
356        # Gravity to use for the bullet
357        # If we don't use custom gravity, bullet drops too fast, or we have
358        # to make it go too fast.
359        # Force is in relation to bullet's angle.
360        bullet_gravity = (0, -BULLET_GRAVITY)
361
362        # Add the sprite. This needs to be done AFTER setting the fields above.
363        self.physics_engine.add_sprite(bullet,
364                                       mass=BULLET_MASS,
365                                       damping=1.0,
366                                       friction=0.6,
367                                       collision_type="bullet",
368                                       gravity=bullet_gravity,
369                                       elasticity=0.9)
370
371        # Add force to bullet
372        force = (BULLET_MOVE_FORCE, 0)
373        self.physics_engine.apply_force(bullet, force)
374
375    def on_update(self, delta_time):
376        """ Movement and game logic """
377
378        is_on_ground = self.physics_engine.is_on_ground(self.player_sprite)
379        # Update player forces based on keys pressed
380        if self.left_pressed and not self.right_pressed:
381            # Create a force to the left. Apply it.
382            if is_on_ground:
383                force = (-PLAYER_MOVE_FORCE_ON_GROUND, 0)
384            else:
385                force = (-PLAYER_MOVE_FORCE_IN_AIR, 0)
386            self.physics_engine.apply_force(self.player_sprite, force)
387            # Set friction to zero for the player while moving
388            self.physics_engine.set_friction(self.player_sprite, 0)
389        elif self.right_pressed and not self.left_pressed:
390            # Create a force to the right. Apply it.
391            if is_on_ground:
392                force = (PLAYER_MOVE_FORCE_ON_GROUND, 0)
393            else:
394                force = (PLAYER_MOVE_FORCE_IN_AIR, 0)
395            self.physics_engine.apply_force(self.player_sprite, force)
396            # Set friction to zero for the player while moving
397            self.physics_engine.set_friction(self.player_sprite, 0)
398        else:
399            # Player's feet are not moving. Therefore up the friction so we stop.
400            self.physics_engine.set_friction(self.player_sprite, 1.0)
401
402        # Move items in the physics engine
403        self.physics_engine.step()
404
405        # For each moving sprite, see if we've reached a boundary and need to
406        # reverse course.
407        for moving_sprite in self.moving_sprites_list:
408            if moving_sprite.boundary_right and \
409                    moving_sprite.change_x > 0 and \
410                    moving_sprite.right > moving_sprite.boundary_right:
411                moving_sprite.change_x *= -1
412            elif moving_sprite.boundary_left and \
413                    moving_sprite.change_x < 0 and \
414                    moving_sprite.left > moving_sprite.boundary_left:
415                moving_sprite.change_x *= -1
416            if moving_sprite.boundary_top and \
417                    moving_sprite.change_y > 0 and \
418                    moving_sprite.top > moving_sprite.boundary_top:
419                moving_sprite.change_y *= -1
420            elif moving_sprite.boundary_bottom and \
421                    moving_sprite.change_y < 0 and \
422                    moving_sprite.bottom < moving_sprite.boundary_bottom:
423                moving_sprite.change_y *= -1
424
425            # Figure out and set our moving platform velocity.
426            # Pymunk uses velocity is in pixels per second. If we instead have
427            # pixels per frame, we need to convert.
428            velocity = (moving_sprite.change_x * 1 / delta_time, moving_sprite.change_y * 1 / delta_time)
429            self.physics_engine.set_velocity(moving_sprite, velocity)
430
431    def on_draw(self):
432        """ Draw everything """
433        self.clear()
434        self.wall_list.draw()
435        self.moving_sprites_list.draw()
436        self.bullet_list.draw()
437        self.item_list.draw()
438        self.player_list.draw()
439
440def main():
441    """ Main function """
442    window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
443    window.setup()
444    arcade.run()
445
446
447if __name__ == "__main__":
448    main()