Camera Shake#

You can cause the camera to shake, as this example does when the player encounters a bomb. See the highlighted lines below.
sprite_move_scrolling_shake.py#
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Scroll around a large screen.
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_move_scrolling
"""
import random
import math
import arcade
from pyglet.math import Vec2
SPRITE_SCALING = 0.5
DEFAULT_SCREEN_WIDTH = 800
DEFAULT_SCREEN_HEIGHT = 600
SCREEN_TITLE = "Camera Shake 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
BOMB_COUNT = 50
PLAYING_FIELD_WIDTH = 1600
PLAYING_FIELD_HEIGHT = 1600
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
self.bomb_list = None
# Set up the player
self.player_sprite = None
# Physics engine so we don't run into walls.
self.physics_engine = None
# Create the cameras. One for the GUI, one for the sprites.
# We scroll the 'sprite world' but not the GUI.
self.camera_sprites = arcade.Camera(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT)
self.camera_gui = arcade.Camera(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT)
self.explosion_sound = arcade.load_sound(":resources:sounds/explosion1.wav")
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
self.bomb_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 = 512
self.player_sprite.center_y = 512
self.player_list.append(self.player_sprite)
# -- Set up several columns of walls
for x in range(200, PLAYING_FIELD_WIDTH, 210):
for y in range(0, PLAYING_FIELD_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)
for i in range(BOMB_COUNT):
bomb = arcade.Sprite(":resources:images/tiles/bomb.png", 0.25)
placed = False
while not placed:
bomb.center_x = random.randrange(PLAYING_FIELD_WIDTH)
bomb.center_y = random.randrange(PLAYING_FIELD_HEIGHT)
if not arcade.check_for_collision_with_list(bomb, self.wall_list):
placed = True
self.bomb_list.append(bomb)
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
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.bomb_list.draw()
self.player_list.draw()
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()
hit_list = arcade.check_for_collision_with_list(self.player_sprite, self.bomb_list)
for bomb in hit_list:
# Remove the bomb and go 'boom'
bomb.remove_from_sprite_lists()
self.explosion_sound.play()
# --- Shake the camera ---
# Pick a random direction
shake_direction = random.random() * 2 * math.pi
# How 'far' to shake
shake_amplitude = 10
# Calculate a vector based on that
shake_vector = Vec2(
math.cos(shake_direction) * shake_amplitude,
math.sin(shake_direction) * shake_amplitude
)
# Frequency of the shake
shake_speed = 1.5
# How fast to damp the shake
shake_damping = 0.9
# Do the shake
self.camera_sprites.shake(shake_vector,
speed=shake_speed,
damping=shake_damping)
def scroll_to_player(self):
"""
Scroll the window to the player.
if CAMERA_SPEED is 1, the camera will immediately move to the desired position.
Anything between 0 and 1 will have the camera move to the location with a smoother
pan.
"""
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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