Lighting Demo#

Screen shot of a Defender clone with a bloom/glow effect.
light_demo.py#
  1"""
  2Show how to use lights.
  3
  4Artwork from https://kenney.nl
  5
  6If Python and Arcade are installed, this example can be run from the command line with:
  7python -m arcade.examples.light_demo
  8"""
  9from __future__ import annotations
 10
 11import arcade
 12from arcade.experimental.lights import Light, LightLayer
 13
 14SCREEN_WIDTH = 1024
 15SCREEN_HEIGHT = 768
 16SCREEN_TITLE = "Lighting Demo"
 17VIEWPORT_MARGIN = 200
 18MOVEMENT_SPEED = 5
 19
 20# This is the color used for 'ambient light'. If you don't want any
 21# ambient light, set it to black.
 22AMBIENT_COLOR = (10, 10, 10, 255)
 23
 24
 25class MyGame(arcade.Window):
 26    """ Main Game Window """
 27
 28    def __init__(self, width, height, title):
 29        """ Set up the class. """
 30        super().__init__(width, height, title, resizable=True)
 31
 32        # Sprite lists
 33        self.background_sprite_list = None
 34        self.player_list = None
 35        self.wall_list = None
 36        self.player_sprite = None
 37
 38        # Physics engine
 39        self.physics_engine = None
 40
 41        # Used for scrolling
 42        self.view_left = 0
 43        self.view_bottom = 0
 44
 45        # --- Light related ---
 46        # List of all the lights
 47        self.light_layer = None
 48        # Individual light we move with player, and turn on/off
 49        self.player_light = None
 50
 51    def setup(self):
 52        """ Create everything """
 53
 54        # Create sprite lists
 55        self.background_sprite_list = arcade.SpriteList()
 56        self.player_list = arcade.SpriteList()
 57        self.wall_list = arcade.SpriteList()
 58
 59        # Create player sprite
 60        self.player_sprite = arcade.Sprite(
 61            ":resources:images/animated_characters/female_person/femalePerson_idle.png",
 62            scale=0.4)
 63        self.player_sprite.center_x = 64
 64        self.player_sprite.center_y = 270
 65        self.player_list.append(self.player_sprite)
 66
 67        # --- Light related ---
 68        # Lights must shine on something. If there is no background sprite or color,
 69        # you will just see black. Therefore, we use a loop to create a whole bunch of brick tiles to go in the
 70        # background.
 71        for x in range(-128, 2000, 128):
 72            for y in range(-128, 1000, 128):
 73                sprite = arcade.Sprite(":resources:images/tiles/brickTextureWhite.png")
 74                sprite.position = x, y
 75                self.background_sprite_list.append(sprite)
 76
 77        # Create a light layer, used to render things to, then post-process and
 78        # add lights. This must match the screen size.
 79        self.light_layer = LightLayer(SCREEN_WIDTH, SCREEN_HEIGHT)
 80        # We can also set the background color that will be lit by lights,
 81        # but in this instance we just want a black background
 82        self.light_layer.set_background_color(arcade.color.BLACK)
 83
 84        # Here we create a bunch of lights.
 85
 86        # Create a small white light
 87        x = 100
 88        y = 200
 89        radius = 100
 90        mode = 'soft'
 91        color = arcade.csscolor.WHITE
 92        light = Light(x, y, radius, color, mode)
 93        self.light_layer.add(light)
 94
 95        # Create an overlapping, large white light
 96        x = 300
 97        y = 150
 98        radius = 200
 99        color = arcade.csscolor.WHITE
100        mode = 'soft'
101        light = Light(x, y, radius, color, mode)
102        self.light_layer.add(light)
103
104        # Create three, non-overlapping RGB lights
105        x = 50
106        y = 450
107        radius = 100
108        mode = 'soft'
109        color = arcade.csscolor.RED
110        light = Light(x, y, radius, color, mode)
111        self.light_layer.add(light)
112
113        x = 250
114        y = 450
115        radius = 100
116        mode = 'soft'
117        color = arcade.csscolor.GREEN
118        light = Light(x, y, radius, color, mode)
119        self.light_layer.add(light)
120
121        x = 450
122        y = 450
123        radius = 100
124        mode = 'soft'
125        color = arcade.csscolor.BLUE
126        light = Light(x, y, radius, color, mode)
127        self.light_layer.add(light)
128
129        # Create three, overlapping RGB lights
130        x = 650
131        y = 450
132        radius = 100
133        mode = 'soft'
134        color = arcade.csscolor.RED
135        light = Light(x, y, radius, color, mode)
136        self.light_layer.add(light)
137
138        x = 750
139        y = 450
140        radius = 100
141        mode = 'soft'
142        color = arcade.csscolor.GREEN
143        light = Light(x, y, radius, color, mode)
144        self.light_layer.add(light)
145
146        x = 850
147        y = 450
148        radius = 100
149        mode = 'soft'
150        color = arcade.csscolor.BLUE
151        light = Light(x, y, radius, color, mode)
152        self.light_layer.add(light)
153
154        # Create three, overlapping RGB lights
155        # But 'hard' lights that don't fade out.
156        x = 650
157        y = 150
158        radius = 100
159        mode = 'hard'
160        color = arcade.csscolor.RED
161        light = Light(x, y, radius, color, mode)
162        self.light_layer.add(light)
163
164        x = 750
165        y = 150
166        radius = 100
167        mode = 'hard'
168        color = arcade.csscolor.GREEN
169        light = Light(x, y, radius, color, mode)
170        self.light_layer.add(light)
171
172        x = 850
173        y = 150
174        radius = 100
175        mode = 'hard'
176        color = arcade.csscolor.BLUE
177        light = Light(x, y, radius, color, mode)
178        self.light_layer.add(light)
179
180        # Create a light to follow the player around.
181        # We'll position it later, when the player moves.
182        # We'll only add it to the light layer when the player turns the light
183        # on. We start with the light off.
184        radius = 150
185        mode = 'soft'
186        color = arcade.csscolor.WHITE
187        self.player_light = Light(0, 0, radius, color, mode)
188
189        # Create the physics engine
190        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
191
192        # Set the viewport boundaries
193        # These numbers set where we have 'scrolled' to.
194        self.view_left = 0
195        self.view_bottom = 0
196
197    def on_draw(self):
198        """ Draw everything. """
199        self.clear()
200
201        # --- Light related ---
202        # Everything that should be affected by lights gets rendered inside this
203        # 'with' statement. Nothing is rendered to the screen yet, just the light
204        # layer.
205        with self.light_layer:
206            self.background_sprite_list.draw()
207            self.player_list.draw()
208
209        # Draw the light layer to the screen.
210        # This fills the entire screen with the lit version
211        # of what we drew into the light layer above.
212        self.light_layer.draw(ambient_color=AMBIENT_COLOR)
213
214        # Now draw anything that should NOT be affected by lighting.
215        arcade.draw_text("Press SPACE to turn character light on/off.",
216                         10 + self.view_left, 10 + self.view_bottom,
217                         arcade.color.WHITE, 20)
218
219    def on_resize(self, width, height):
220        """ User resizes the screen. """
221
222        # --- Light related ---
223        # We need to resize the light layer to
224        self.light_layer.resize(width, height)
225
226        # Scroll the screen so the user is visible
227        self.scroll_screen()
228
229    def on_key_press(self, key, _):
230        """Called whenever a key is pressed. """
231
232        if key == arcade.key.UP:
233            self.player_sprite.change_y = MOVEMENT_SPEED
234        elif key == arcade.key.DOWN:
235            self.player_sprite.change_y = -MOVEMENT_SPEED
236        elif key == arcade.key.LEFT:
237            self.player_sprite.change_x = -MOVEMENT_SPEED
238        elif key == arcade.key.RIGHT:
239            self.player_sprite.change_x = MOVEMENT_SPEED
240        elif key == arcade.key.SPACE:
241            # --- Light related ---
242            # We can add/remove lights from the light layer. If they aren't
243            # in the light layer, the light is off.
244            if self.player_light in self.light_layer:
245                self.light_layer.remove(self.player_light)
246            else:
247                self.light_layer.add(self.player_light)
248
249    def on_key_release(self, key, _):
250        """Called when the user releases a key. """
251
252        if key == arcade.key.UP or key == arcade.key.DOWN:
253            self.player_sprite.change_y = 0
254        elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
255            self.player_sprite.change_x = 0
256
257    def scroll_screen(self):
258        """ Manage Scrolling """
259
260        # Scroll left
261        left_boundary = self.view_left + VIEWPORT_MARGIN
262        if self.player_sprite.left < left_boundary:
263            self.view_left -= left_boundary - self.player_sprite.left
264
265        # Scroll right
266        right_boundary = self.view_left + self.width - VIEWPORT_MARGIN
267        if self.player_sprite.right > right_boundary:
268            self.view_left += self.player_sprite.right - right_boundary
269
270        # Scroll up
271        top_boundary = self.view_bottom + self.height - VIEWPORT_MARGIN
272        if self.player_sprite.top > top_boundary:
273            self.view_bottom += self.player_sprite.top - top_boundary
274
275        # Scroll down
276        bottom_boundary = self.view_bottom + VIEWPORT_MARGIN
277        if self.player_sprite.bottom < bottom_boundary:
278            self.view_bottom -= bottom_boundary - self.player_sprite.bottom
279
280        # Make sure our boundaries are integer values. While the viewport does
281        # support floating point numbers, for this application we want every pixel
282        # in the view port to map directly onto a pixel on the screen. We don't want
283        # any rounding errors.
284        self.view_left = int(self.view_left)
285        self.view_bottom = int(self.view_bottom)
286
287        arcade.set_viewport(self.view_left,
288                            self.width + self.view_left,
289                            self.view_bottom,
290                            self.height + self.view_bottom)
291
292    def on_update(self, delta_time):
293        """ Movement and game logic """
294
295        # Call update on all sprites (The sprites don't do much in this
296        # example though.)
297        self.physics_engine.update()
298
299        # --- Light related ---
300        # We can easily move the light by setting the position,
301        # or by center_x, center_y.
302        self.player_light.position = self.player_sprite.position
303
304        # Scroll the screen so we can see the player
305        self.scroll_screen()
306
307
308if __name__ == "__main__":
309    window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
310    window.setup()
311    arcade.run()