Mini-Map#

This example shows how to create a ‘mini-map’ using frame buffers.
minimap.py#
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Work with a mini-map
Artwork from https://kenney.nl
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.minimap
"""
import random
from uuid import uuid4
import arcade
from pyglet.math import Vec2
SPRITE_SCALING = 0.5
DEFAULT_SCREEN_WIDTH = 800
DEFAULT_SCREEN_HEIGHT = 600
SCREEN_TITLE = "Minimap Example"
# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
VIEWPORT_MARGIN = 220
# How fast the camera pans to the player. 1.0 is instant.
CAMERA_SPEED = 0.1
# How fast the character moves
PLAYER_MOVEMENT_SPEED = 7
# Background color must include an alpha component
MINIMAP_BACKGROUND_COLOR = arcade.get_four_byte_color(arcade.color.ALMOND)
MINIMAP_WIDTH = 256
MINIMAP_HEIGHT = 256
MAP_WIDTH = 2048
MAP_HEIGHT = 2048
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self, width, height, title):
"""
Initializer
"""
super().__init__(width, height, title, resizable=True)
# Sprite lists
self.player_list = None
self.wall_list = None
# Mini-map related
# List of all our minimaps (there's just one)
self.minimap_sprite_list = None
# Texture and associated sprite to render our minimap to
self.minimap_texture = None
self.minimap_sprite = None
# Set up the player
self.player_sprite = None
self.physics_engine = None
# Camera for sprites, and one for our GUI
self.camera_sprites = arcade.Camera(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT)
self.camera_gui = arcade.Camera(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
# Set up the player
self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/"
"femalePerson_idle.png",
scale=0.4)
self.player_sprite.center_x = 256
self.player_sprite.center_y = 512
self.player_list.append(self.player_sprite)
# -- Set up several columns of walls
for x in range(0, MAP_WIDTH, 210):
for y in range(0, MAP_HEIGHT, 64):
# Randomly skip a box so the player can find a way through
if random.randrange(5) > 0:
wall = arcade.Sprite(":resources:images/tiles/grassCenter.png", SPRITE_SCALING)
wall.center_x = x
wall.center_y = y
self.wall_list.append(wall)
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
# Construct the minimap
size = (MINIMAP_WIDTH, MINIMAP_HEIGHT)
self.minimap_texture = arcade.Texture.create_empty(str(uuid4()), size)
self.minimap_sprite = arcade.Sprite(center_x=MINIMAP_WIDTH / 2,
center_y=self.height - MINIMAP_HEIGHT / 2,
texture=self.minimap_texture)
self.minimap_sprite_list = arcade.SpriteList()
self.minimap_sprite_list.append(self.minimap_sprite)
def update_minimap(self):
proj = 0, MAP_WIDTH, 0, MAP_HEIGHT
with self.minimap_sprite_list.atlas.render_into(self.minimap_texture, projection=proj) as fbo:
fbo.clear(MINIMAP_BACKGROUND_COLOR)
self.wall_list.draw()
self.player_sprite.draw()
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
self.clear()
# Select the camera we'll use to draw all our sprites
self.camera_sprites.use()
# Draw all the sprites.
self.wall_list.draw()
self.player_list.draw()
# Select the (unscrolled) camera for our GUI
self.camera_gui.use()
# Update the minimap
self.update_minimap()
# Draw the minimap
self.minimap_sprite_list.draw()
# Draw the GUI
arcade.draw_rectangle_filled(self.width // 2, 20, self.width, 40, arcade.color.ALMOND)
text = f"Scroll value: {self.camera_sprites.position[0]:4.1f}, {self.camera_sprites.position[1]:4.1f}"
arcade.draw_text(text, 10, 10, arcade.color.BLACK_BEAN, 20)
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
if key == arcade.key.UP:
self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED
elif key == arcade.key.DOWN:
self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED
elif key == arcade.key.LEFT:
self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
elif key == arcade.key.RIGHT:
self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """
if key == arcade.key.UP or key == arcade.key.DOWN:
self.player_sprite.change_y = 0
elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player_sprite.change_x = 0
def on_update(self, delta_time):
""" Movement and game logic """
# Call update on all sprites (The sprites don't do much in this
# example though.)
self.physics_engine.update()
# Scroll the screen to the player
self.scroll_to_player()
def scroll_to_player(self):
"""
Scroll the window to the player.
"""
# Scroll to the proper location
position = Vec2(self.player_sprite.center_x - self.width / 2,
self.player_sprite.center_y - self.height / 2)
self.camera_sprites.move_to(position, CAMERA_SPEED)
def on_resize(self, width, height):
"""
Resize window
Handle the user grabbing the edge and resizing the window.
"""
self.camera_sprites.resize(int(width), int(height))
self.camera_gui.resize(int(width), int(height))
def main():
""" Main function """
window = MyGame(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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