pymunk_demo_platformer_12.py Full Listing#

pymunk_demo_platformer_12.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                 ladder_list: arcade.SpriteList,
 82                 hit_box_algorithm: arcade.hitbox.HitBoxAlgorithm):
 83        """ Init """
 84        # Let parent initialize
 85        super().__init__()
 86
 87        # Set our scale
 88        self.scale = SPRITE_SCALING_PLAYER
 89
 90        # Images from Kenney.nl's Character pack
 91        # main_path = ":resources:images/animated_characters/female_adventurer/femaleAdventurer"
 92        main_path = ":resources:images/animated_characters/female_person/femalePerson"
 93        # main_path = ":resources:images/animated_characters/male_person/malePerson"
 94        # main_path = ":resources:images/animated_characters/male_adventurer/maleAdventurer"
 95        # main_path = ":resources:images/animated_characters/zombie/zombie"
 96        # main_path = ":resources:images/animated_characters/robot/robot"
 97
 98        # Load textures for idle standing
 99        self.idle_texture_pair = arcade.load_texture_pair(f"{main_path}_idle.png",
100                                                          hit_box_algorithm=hit_box_algorithm)
101        self.jump_texture_pair = arcade.load_texture_pair(f"{main_path}_jump.png")
102        self.fall_texture_pair = arcade.load_texture_pair(f"{main_path}_fall.png")
103
104        # Load textures for walking
105        self.walk_textures = []
106        for i in range(8):
107            texture = arcade.load_texture_pair(f"{main_path}_walk{i}.png")
108            self.walk_textures.append(texture)
109
110        # Load textures for climbing
111        self.climbing_textures = []
112        texture = arcade.load_texture(f"{main_path}_climb0.png")
113        self.climbing_textures.append(texture)
114        texture = arcade.load_texture(f"{main_path}_climb1.png")
115        self.climbing_textures.append(texture)
116
117        # Set the initial texture
118        self.texture = self.idle_texture_pair[0]
119
120        # Default to face-right
121        self.character_face_direction = RIGHT_FACING
122
123        # Index of our current texture
124        self.cur_texture = 0
125
126        # How far have we traveled horizontally since changing the texture
127        self.x_odometer = 0
128        self.y_odometer = 0
129
130        self.ladder_list = ladder_list
131        self.is_on_ladder = False
132
133    def pymunk_moved(self, physics_engine, dx, dy, d_angle):
134        """ Handle being moved by the pymunk engine """
135        # Figure out if we need to face left or right
136        if dx < -DEAD_ZONE and self.character_face_direction == RIGHT_FACING:
137            self.character_face_direction = LEFT_FACING
138        elif dx > DEAD_ZONE and self.character_face_direction == LEFT_FACING:
139            self.character_face_direction = RIGHT_FACING
140
141        # Are we on the ground?
142        is_on_ground = physics_engine.is_on_ground(self)
143
144        # Are we on a ladder?
145        if len(arcade.check_for_collision_with_list(self, self.ladder_list)) > 0:
146            if not self.is_on_ladder:
147                self.is_on_ladder = True
148                self.pymunk.gravity = (0, 0)
149                self.pymunk.damping = 0.0001
150                self.pymunk.max_vertical_velocity = PLAYER_MAX_HORIZONTAL_SPEED
151        else:
152            if self.is_on_ladder:
153                self.pymunk.damping = 1.0
154                self.pymunk.max_vertical_velocity = PLAYER_MAX_VERTICAL_SPEED
155                self.is_on_ladder = False
156                self.pymunk.gravity = None
157
158        # Add to the odometer how far we've moved
159        self.x_odometer += dx
160        self.y_odometer += dy
161
162        if self.is_on_ladder and not is_on_ground:
163            # Have we moved far enough to change the texture?
164            if abs(self.y_odometer) > DISTANCE_TO_CHANGE_TEXTURE:
165
166                # Reset the odometer
167                self.y_odometer = 0
168
169                # Advance the walking animation
170                self.cur_texture += 1
171
172            if self.cur_texture > 1:
173                self.cur_texture = 0
174            self.texture = self.climbing_textures[self.cur_texture]
175            return
176
177        # Jumping animation
178        if not is_on_ground:
179            if dy > DEAD_ZONE:
180                self.texture = self.jump_texture_pair[self.character_face_direction]
181                return
182            elif dy < -DEAD_ZONE:
183                self.texture = self.fall_texture_pair[self.character_face_direction]
184                return
185
186        # Idle animation
187        if abs(dx) <= DEAD_ZONE:
188            self.texture = self.idle_texture_pair[self.character_face_direction]
189            return
190
191        # Have we moved far enough to change the texture?
192        if abs(self.x_odometer) > DISTANCE_TO_CHANGE_TEXTURE:
193
194            # Reset the odometer
195            self.x_odometer = 0
196
197            # Advance the walking animation
198            self.cur_texture += 1
199            if self.cur_texture > 7:
200                self.cur_texture = 0
201            self.texture = self.walk_textures[self.cur_texture][self.character_face_direction]
202
203class BulletSprite(arcade.SpriteSolidColor):
204    """ Bullet Sprite """
205    def pymunk_moved(self, physics_engine, dx, dy, d_angle):
206        """ Handle when the sprite is moved by the physics engine. """
207        # If the bullet falls below the screen, remove it
208        if self.center_y < -100:
209            self.remove_from_sprite_lists()
210
211class GameWindow(arcade.Window):
212    """ Main Window """
213
214    def __init__(self, width, height, title):
215        """ Create the variables """
216
217        # Init the parent class
218        super().__init__(width, height, title)
219
220        # Player sprite
221        self.player_sprite: Optional[PlayerSprite] = None
222
223        # Sprite lists we need
224        self.player_list: Optional[arcade.SpriteList] = None
225        self.wall_list: Optional[arcade.SpriteList] = None
226        self.bullet_list: Optional[arcade.SpriteList] = None
227        self.item_list: Optional[arcade.SpriteList] = None
228        self.moving_sprites_list: Optional[arcade.SpriteList] = None
229        self.ladder_list: Optional[arcade.SpriteList] = None
230
231        # Track the current state of what key is pressed
232        self.left_pressed: bool = False
233        self.right_pressed: bool = False
234        self.up_pressed: bool = False
235        self.down_pressed: bool = False
236
237        # Physics engine
238        self.physics_engine: Optional[arcade.PymunkPhysicsEngine] = None
239
240        # Set background color
241        self.background_color = arcade.color.AMAZON
242
243    def setup(self):
244        """ Set up everything with the game """
245
246        # Create the sprite lists
247        self.player_list = arcade.SpriteList()
248        self.bullet_list = arcade.SpriteList()
249
250        # Map name
251        map_name = ":resources:/tiled_maps/pymunk_test_map.json"
252
253        # Load in TileMap
254        tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
255
256        # Pull the sprite layers out of the tile map
257        self.wall_list = tile_map.sprite_lists["Platforms"]
258        self.item_list = tile_map.sprite_lists["Dynamic Items"]
259        self.ladder_list = tile_map.sprite_lists["Ladders"]
260        self.moving_sprites_list = tile_map.sprite_lists['Moving Platforms']
261
262        # Create player sprite
263        self.player_sprite = PlayerSprite(self.ladder_list, hit_box_algorithm=arcade.hitbox.algo_detailed)
264
265        # Set player location
266        grid_x = 1
267        grid_y = 1
268        self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
269        self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
270        # Add to player sprite list
271        self.player_list.append(self.player_sprite)
272
273        # --- Pymunk Physics Engine Setup ---
274
275        # The default damping for every object controls the percent of velocity
276        # the object will keep each second. A value of 1.0 is no speed loss,
277        # 0.9 is 10% per second, 0.1 is 90% per second.
278        # For top-down games, this is basically the friction for moving objects.
279        # For platformers with gravity, this should probably be set to 1.0.
280        # Default value is 1.0 if not specified.
281        damping = DEFAULT_DAMPING
282
283        # Set the gravity. (0, 0) is good for outer space and top-down.
284        gravity = (0, -GRAVITY)
285
286        # Create the physics engine
287        self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
288                                                         gravity=gravity)
289
290        def wall_hit_handler(bullet_sprite, _wall_sprite, _arbiter, _space, _data):
291            """ Called for bullet/wall collision """
292            bullet_sprite.remove_from_sprite_lists()
293
294        self.physics_engine.add_collision_handler("bullet", "wall", post_handler=wall_hit_handler)
295
296        def item_hit_handler(bullet_sprite, item_sprite, _arbiter, _space, _data):
297            """ Called for bullet/wall collision """
298            bullet_sprite.remove_from_sprite_lists()
299            item_sprite.remove_from_sprite_lists()
300
301        self.physics_engine.add_collision_handler("bullet", "item", post_handler=item_hit_handler)
302
303        # Add the player.
304        # For the player, we set the damping to a lower value, which increases
305        # the damping rate. This prevents the character from traveling too far
306        # after the player lets off the movement keys.
307        # Setting the moment of intertia to PymunkPhysicsEngine.MOMENT_INF prevents it from
308        # rotating.
309        # Friction normally goes between 0 (no friction) and 1.0 (high friction)
310        # Friction is between two objects in contact. It is important to remember
311        # in top-down games that friction moving along the 'floor' is controlled
312        # by damping.
313        self.physics_engine.add_sprite(self.player_sprite,
314                                       friction=PLAYER_FRICTION,
315                                       mass=PLAYER_MASS,
316                                       moment_of_inertia=arcade.PymunkPhysicsEngine.MOMENT_INF,
317                                       collision_type="player",
318                                       max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
319                                       max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)
320
321        # Create the walls.
322        # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
323        # move.
324        # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
325        # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
326        # repositioned by code and don't respond to physics forces.
327        # Dynamic is default.
328        self.physics_engine.add_sprite_list(self.wall_list,
329                                            friction=WALL_FRICTION,
330                                            collision_type="wall",
331                                            body_type=arcade.PymunkPhysicsEngine.STATIC)
332
333        # Create the items
334        self.physics_engine.add_sprite_list(self.item_list,
335                                            friction=DYNAMIC_ITEM_FRICTION,
336                                            collision_type="item")
337
338        # Add kinematic sprites
339        self.physics_engine.add_sprite_list(self.moving_sprites_list,
340                                            body_type=arcade.PymunkPhysicsEngine.KINEMATIC)
341
342    def on_key_press(self, key, modifiers):
343        """Called whenever a key is pressed. """
344
345        if key == arcade.key.LEFT:
346            self.left_pressed = True
347        elif key == arcade.key.RIGHT:
348            self.right_pressed = True
349        elif key == arcade.key.UP:
350            self.up_pressed = True
351            # find out if player is standing on ground, and not on a ladder
352            if self.physics_engine.is_on_ground(self.player_sprite) \
353                    and not self.player_sprite.is_on_ladder:
354                # She is! Go ahead and jump
355                impulse = (0, PLAYER_JUMP_IMPULSE)
356                self.physics_engine.apply_impulse(self.player_sprite, impulse)
357        elif key == arcade.key.DOWN:
358            self.down_pressed = True
359
360    def on_key_release(self, key, modifiers):
361        """Called when the user releases a key. """
362
363        if key == arcade.key.LEFT:
364            self.left_pressed = False
365        elif key == arcade.key.RIGHT:
366            self.right_pressed = False
367        elif key == arcade.key.UP:
368            self.up_pressed = False
369        elif key == arcade.key.DOWN:
370            self.down_pressed = False
371
372    def on_mouse_press(self, x, y, button, modifiers):
373        """ Called whenever the mouse button is clicked. """
374
375        bullet = BulletSprite(width=20, height=5, color=arcade.color.DARK_YELLOW)
376        self.bullet_list.append(bullet)
377
378        # Position the bullet at the player's current location
379        start_x = self.player_sprite.center_x
380        start_y = self.player_sprite.center_y
381        bullet.position = self.player_sprite.position
382
383        # Get from the mouse the destination location for the bullet
384        # IMPORTANT! If you have a scrolling screen, you will also need
385        # to add in self.view_bottom and self.view_left.
386        dest_x = x
387        dest_y = y
388
389        # Do math to calculate how to get the bullet to the destination.
390        # Calculation the angle in radians between the start points
391        # and end points. This is the angle the bullet will travel.
392        x_diff = dest_x - start_x
393        y_diff = dest_y - start_y
394        angle = math.atan2(y_diff, x_diff)
395
396        # What is the 1/2 size of this sprite, so we can figure out how far
397        # away to spawn the bullet
398        size = max(self.player_sprite.width, self.player_sprite.height) / 2
399
400        # Use angle to to spawn bullet away from player in proper direction
401        bullet.center_x += size * math.cos(angle)
402        bullet.center_y += size * math.sin(angle)
403
404        # Set angle of bullet
405        bullet.angle = math.degrees(angle)
406
407        # Gravity to use for the bullet
408        # If we don't use custom gravity, bullet drops too fast, or we have
409        # to make it go too fast.
410        # Force is in relation to bullet's angle.
411        bullet_gravity = (0, -BULLET_GRAVITY)
412
413        # Add the sprite. This needs to be done AFTER setting the fields above.
414        self.physics_engine.add_sprite(bullet,
415                                       mass=BULLET_MASS,
416                                       damping=1.0,
417                                       friction=0.6,
418                                       collision_type="bullet",
419                                       gravity=bullet_gravity,
420                                       elasticity=0.9)
421
422        # Add force to bullet
423        force = (BULLET_MOVE_FORCE, 0)
424        self.physics_engine.apply_force(bullet, force)
425
426    def on_update(self, delta_time):
427        """ Movement and game logic """
428
429        is_on_ground = self.physics_engine.is_on_ground(self.player_sprite)
430        # Update player forces based on keys pressed
431        if self.left_pressed and not self.right_pressed:
432            # Create a force to the left. Apply it.
433            if is_on_ground or self.player_sprite.is_on_ladder:
434                force = (-PLAYER_MOVE_FORCE_ON_GROUND, 0)
435            else:
436                force = (-PLAYER_MOVE_FORCE_IN_AIR, 0)
437            self.physics_engine.apply_force(self.player_sprite, force)
438            # Set friction to zero for the player while moving
439            self.physics_engine.set_friction(self.player_sprite, 0)
440        elif self.right_pressed and not self.left_pressed:
441            # Create a force to the right. Apply it.
442            if is_on_ground or self.player_sprite.is_on_ladder:
443                force = (PLAYER_MOVE_FORCE_ON_GROUND, 0)
444            else:
445                force = (PLAYER_MOVE_FORCE_IN_AIR, 0)
446            self.physics_engine.apply_force(self.player_sprite, force)
447            # Set friction to zero for the player while moving
448            self.physics_engine.set_friction(self.player_sprite, 0)
449        elif self.up_pressed and not self.down_pressed:
450            # Create a force to the right. Apply it.
451            if self.player_sprite.is_on_ladder:
452                force = (0, PLAYER_MOVE_FORCE_ON_GROUND)
453                self.physics_engine.apply_force(self.player_sprite, force)
454                # Set friction to zero for the player while moving
455                self.physics_engine.set_friction(self.player_sprite, 0)
456        elif self.down_pressed and not self.up_pressed:
457            # Create a force to the right. Apply it.
458            if self.player_sprite.is_on_ladder:
459                force = (0, -PLAYER_MOVE_FORCE_ON_GROUND)
460                self.physics_engine.apply_force(self.player_sprite, force)
461                # Set friction to zero for the player while moving
462                self.physics_engine.set_friction(self.player_sprite, 0)
463
464        else:
465            # Player's feet are not moving. Therefore up the friction so we stop.
466            self.physics_engine.set_friction(self.player_sprite, 1.0)
467
468        # Move items in the physics engine
469        self.physics_engine.step()
470
471        # For each moving sprite, see if we've reached a boundary and need to
472        # reverse course.
473        for moving_sprite in self.moving_sprites_list:
474            if moving_sprite.boundary_right and \
475                    moving_sprite.change_x > 0 and \
476                    moving_sprite.right > moving_sprite.boundary_right:
477                moving_sprite.change_x *= -1
478            elif moving_sprite.boundary_left and \
479                    moving_sprite.change_x < 0 and \
480                    moving_sprite.left > moving_sprite.boundary_left:
481                moving_sprite.change_x *= -1
482            if moving_sprite.boundary_top and \
483                    moving_sprite.change_y > 0 and \
484                    moving_sprite.top > moving_sprite.boundary_top:
485                moving_sprite.change_y *= -1
486            elif moving_sprite.boundary_bottom and \
487                    moving_sprite.change_y < 0 and \
488                    moving_sprite.bottom < moving_sprite.boundary_bottom:
489                moving_sprite.change_y *= -1
490
491            # Figure out and set our moving platform velocity.
492            # Pymunk uses velocity is in pixels per second. If we instead have
493            # pixels per frame, we need to convert.
494            velocity = (moving_sprite.change_x * 1 / delta_time, moving_sprite.change_y * 1 / delta_time)
495            self.physics_engine.set_velocity(moving_sprite, velocity)
496
497    def on_draw(self):
498        """ Draw everything """
499        self.clear()
500        self.wall_list.draw()
501        self.ladder_list.draw()
502        self.moving_sprites_list.draw()
503        self.bullet_list.draw()
504        self.item_list.draw()
505        self.player_list.draw()
506
507        # for item in self.player_list:
508        #     item.draw_hit_box(arcade.color.RED)
509        # for item in self.item_list:
510        #     item.draw_hit_box(arcade.color.RED)
511
512def main():
513    """ Main function """
514    window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
515    window.setup()
516    arcade.run()
517
518
519if __name__ == "__main__":
520    main()