Hit Points and Health Bars#

This example demonstrates a reasonably efficient way of drawing a health bar above a character.
The enemy at the center of the screen shoots bullets at the player, while the player attempts to dodge the bullets by moving the mouse. Each bullet that hits the player reduces the player’s health, which is shown by the bar above the player’s head. When the player’s health bar is empty (zero), the game ends.
sprite_health.py#
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Sprite Health Bars
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.sprite_health
"""
import math
from typing import Tuple
import arcade
from arcade.resources import (
image_female_person_idle,
image_laser_blue01,
image_zombie_idle,
)
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_ENEMY = 0.5
SPRITE_SCALING_BULLET = 1
INDICATOR_BAR_OFFSET = 32
ENEMY_ATTACK_COOLDOWN = 1
BULLET_SPEED = 150
BULLET_DAMAGE = 1
PLAYER_HEALTH = 5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprite Health Bars"
def sprite_off_screen(
sprite: arcade.Sprite,
screen_height: int = SCREEN_HEIGHT,
screen_width: int = SCREEN_WIDTH,
) -> bool:
"""Checks if a sprite is off-screen or not."""
return (
sprite.top < 0
or sprite.bottom > screen_height
or sprite.right < 0
or sprite.left > screen_width
)
class Player(arcade.Sprite):
def __init__(self, bar_list: arcade.SpriteList) -> None:
super().__init__(
filename=image_female_person_idle,
scale=SPRITE_SCALING_PLAYER,
)
self.indicator_bar: IndicatorBar = IndicatorBar(
self, bar_list, (self.center_x, self.center_y)
)
self.health: int = PLAYER_HEALTH
class Bullet(arcade.Sprite):
def __init__(self) -> None:
super().__init__(
filename=image_laser_blue01,
scale=SPRITE_SCALING_BULLET,
)
def on_update(self, delta_time: float = 1 / 60) -> None:
"""Updates the bullet's position."""
self.position = (
self.center_x + self.change_x * delta_time,
self.center_y + self.change_y * delta_time,
)
class IndicatorBar:
"""
Represents a bar which can display information about a sprite.
:param Player owner: The owner of this indicator bar.
:param arcade.SpriteList sprite_list: The sprite list used to draw the indicator
bar components.
:param Tuple[float, float] position: The initial position of the bar.
:param arcade.Color full_color: The color of the bar.
:param arcade.Color background_color: The background color of the bar.
:param int width: The width of the bar.
:param int height: The height of the bar.
:param int border_size: The size of the bar's border.
"""
def __init__(
self,
owner: Player,
sprite_list: arcade.SpriteList,
position: Tuple[float, float] = (0, 0),
full_color: arcade.Color = arcade.color.GREEN,
background_color: arcade.Color = arcade.color.BLACK,
width: int = 100,
height: int = 4,
border_size: int = 4,
) -> None:
# Store the reference to the owner and the sprite list
self.owner: Player = owner
self.sprite_list: arcade.SpriteList = sprite_list
# Set the needed size variables
self._box_width: int = width
self._box_height: int = height
self._half_box_width: int = self._box_width // 2
self._center_x: float = 0.0
self._center_y: float = 0.0
self._fullness: float = 0.0
# Create the boxes needed to represent the indicator bar
self._background_box: arcade.SpriteSolidColor = arcade.SpriteSolidColor(
self._box_width + border_size,
self._box_height + border_size,
background_color,
)
self._full_box: arcade.SpriteSolidColor = arcade.SpriteSolidColor(
self._box_width,
self._box_height,
full_color,
)
self.sprite_list.append(self._background_box)
self.sprite_list.append(self._full_box)
# Set the fullness and position of the bar
self.fullness: float = 1.0
self.position: Tuple[float, float] = position
def __repr__(self) -> str:
return f"<IndicatorBar (Owner={self.owner})>"
@property
def background_box(self) -> arcade.SpriteSolidColor:
"""Returns the background box of the indicator bar."""
return self._background_box
@property
def full_box(self) -> arcade.SpriteSolidColor:
"""Returns the full box of the indicator bar."""
return self._full_box
@property
def fullness(self) -> float:
"""Returns the fullness of the bar."""
return self._fullness
@fullness.setter
def fullness(self, new_fullness: float) -> None:
"""Sets the fullness of the bar."""
# Check if new_fullness if valid
if not (0.0 <= new_fullness <= 1.0):
raise ValueError(
f"Got {new_fullness}, but fullness must be between 0.0 and 1.0."
)
# Set the size of the bar
self._fullness = new_fullness
if new_fullness == 0.0:
# Set the full_box to not be visible since it is not full anymore
self.full_box.visible = False
else:
# Set the full_box to be visible incase it wasn't then update the bar
self.full_box.visible = True
self.full_box.width = self._box_width * new_fullness
self.full_box.left = self._center_x - (self._box_width // 2)
@property
def position(self) -> Tuple[float, float]:
"""Returns the current position of the bar."""
return self._center_x, self._center_y
@position.setter
def position(self, new_position: Tuple[float, float]) -> None:
"""Sets the new position of the bar."""
# Check if the position has changed. If so, change the bar's position
if new_position != self.position:
self._center_x, self._center_y = new_position
self.background_box.position = new_position
self.full_box.position = new_position
# Make sure full_box is to the left of the bar instead of the middle
self.full_box.left = self._center_x - (self._box_width // 2)
class MyGame(arcade.Window):
def __init__(self) -> None:
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
self.bullet_list = arcade.SpriteList()
self.bar_list = arcade.SpriteList()
self.player_sprite = Player(self.bar_list)
self.enemy_sprite = arcade.Sprite(image_zombie_idle, SPRITE_SCALING_ENEMY)
self.top_text: arcade.Text = arcade.Text(
"Dodge the bullets by moving the mouse!",
self.width // 2,
self.height - 50,
anchor_x="center",
)
self.bottom_text: arcade.Text = arcade.Text(
"When your health bar reaches zero, you lose!",
self.width // 2,
50,
anchor_x="center",
)
self.enemy_timer = 0
def setup(self) -> None:
"""Set up the game and initialize the variables."""
# Setup player and enemy positions
self.player_sprite.position = self.width // 2, self.height // 4
self.enemy_sprite.position = self.width // 2, self.height // 2
# Set the background color
self.background_color = arcade.color.AMAZON
def on_draw(self) -> None:
"""Render the screen."""
# Clear the screen. This command has to happen before we start drawing
self.clear()
# Draw all the sprites
self.player_sprite.draw()
self.enemy_sprite.draw()
self.bullet_list.draw()
self.bar_list.draw()
# Draw the text objects
self.top_text.draw()
self.bottom_text.draw()
def on_mouse_motion(self, x: float, y: float, dx: float, dy: float) -> None:
"""Called whenever the mouse moves."""
self.player_sprite.position = x, y
def on_update(self, delta_time) -> None:
"""Movement and game logic."""
# Check if the player is dead. If so, exit the game
if self.player_sprite.health <= 0:
arcade.exit()
# Increase the enemy's timer
self.enemy_timer += delta_time
# Update the player's indicator bar position
self.player_sprite.indicator_bar.position = (
self.player_sprite.center_x,
self.player_sprite.center_y + INDICATOR_BAR_OFFSET,
)
# Call updates on bullet sprites
self.bullet_list.on_update(delta_time)
# Check if the enemy can attack. If so, shoot a bullet from the
# enemy towards the player
if self.enemy_timer >= ENEMY_ATTACK_COOLDOWN:
self.enemy_timer = 0
# Create the bullet
bullet = Bullet()
# Set the bullet's position
bullet.position = self.enemy_sprite.position
# Set the bullet's angle to face the player
diff_x = self.player_sprite.center_x - self.enemy_sprite.center_x
diff_y = self.player_sprite.center_y - self.enemy_sprite.center_y
angle = math.atan2(diff_y, diff_x)
angle_deg = math.degrees(angle)
if angle_deg < 0:
angle_deg += 360
bullet.angle = angle_deg
# Give the bullet a velocity towards the player
bullet.change_x = math.cos(angle) * BULLET_SPEED
bullet.change_y = math.sin(angle) * BULLET_SPEED
# Add the bullet to the bullet list
self.bullet_list.append(bullet)
# Loop through each bullet
for existing_bullet in self.bullet_list:
# Check if the bullet has gone off-screen. If so, delete the bullet
if sprite_off_screen(existing_bullet):
existing_bullet.remove_from_sprite_lists()
continue
# Check if the bullet has hit the player
if arcade.check_for_collision(existing_bullet, self.player_sprite):
# Damage the player and remove the bullet
self.player_sprite.health -= BULLET_DAMAGE
existing_bullet.remove_from_sprite_lists()
# Set the player's indicator bar fullness
self.player_sprite.indicator_bar.fullness = (
self.player_sprite.health / PLAYER_HEALTH
)
def main() -> None:
"""Main Program."""
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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