Moving Platforms#
sprite_moving_platforms.py#
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Sprite with Moving Platforms
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_moving_platforms
"""
import arcade
from pyglet.math import Vec2
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprite with Moving Platforms Example"
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * SPRITE_SCALING)
# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
VIEWPORT_MARGIN = SPRITE_PIXEL_SIZE * SPRITE_SCALING
RIGHT_MARGIN = 4 * SPRITE_PIXEL_SIZE * SPRITE_SCALING
# Physics
MOVEMENT_SPEED = 10 * SPRITE_SCALING
JUMP_SPEED = 28 * SPRITE_SCALING
GRAVITY = .9 * SPRITE_SCALING
# How fast the camera pans to the player. 1.0 is instant.
CAMERA_SPEED = 0.1
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self, width, height, title):
""" Initializer """
# Call the parent init
super().__init__(width, height, title)
# Sprite lists
# Drawing non-moving walls separate from moving walls improves performance.
self.static_wall_list = None
self.moving_wall_list = None
self.player_list = None
# Set up the player
self.player_sprite = None
self.physics_engine = None
self.game_over = False
# 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(SCREEN_WIDTH, SCREEN_HEIGHT)
self.camera_gui = arcade.Camera(SCREEN_WIDTH, SCREEN_HEIGHT)
self.left_down = False
self.right_down = False
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.static_wall_list = arcade.SpriteList()
self.moving_wall_list = arcade.SpriteList()
self.player_list = arcade.SpriteList()
# Set up the player
self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/"
"femalePerson_idle.png",
SPRITE_SCALING)
self.player_sprite.center_x = 2 * GRID_PIXEL_SIZE
self.player_sprite.center_y = 3 * GRID_PIXEL_SIZE
self.player_list.append(self.player_sprite)
# Create floor
for i in range(30):
wall = arcade.Sprite(":resources:images/tiles/grassMid.png", SPRITE_SCALING)
wall.bottom = 0
wall.center_x = i * GRID_PIXEL_SIZE
self.static_wall_list.append(wall)
# Create platform side to side
wall = arcade.Sprite(":resources:images/tiles/grassMid.png", SPRITE_SCALING)
wall.center_y = 3 * GRID_PIXEL_SIZE
wall.center_x = 3 * GRID_PIXEL_SIZE
wall.boundary_left = 2 * GRID_PIXEL_SIZE
wall.boundary_right = 5 * GRID_PIXEL_SIZE
wall.change_x = 2 * SPRITE_SCALING
self.moving_wall_list.append(wall)
# Create platform side to side
wall = arcade.Sprite(":resources:images/tiles/grassMid.png", SPRITE_SCALING)
wall.center_y = 3 * GRID_PIXEL_SIZE
wall.center_x = 7 * GRID_PIXEL_SIZE
wall.boundary_left = 5 * GRID_PIXEL_SIZE
wall.boundary_right = 9 * GRID_PIXEL_SIZE
wall.change_x = -2 * SPRITE_SCALING
self.moving_wall_list.append(wall)
# Create platform moving up and down
wall = arcade.Sprite(":resources:images/tiles/grassMid.png", SPRITE_SCALING)
wall.center_y = 5 * GRID_PIXEL_SIZE
wall.center_x = 5 * GRID_PIXEL_SIZE
wall.boundary_top = 8 * GRID_PIXEL_SIZE
wall.boundary_bottom = 4 * GRID_PIXEL_SIZE
wall.change_y = 2 * SPRITE_SCALING
self.moving_wall_list.append(wall)
# Create platform moving diagonally
wall = arcade.Sprite(":resources:images/tiles/grassMid.png", SPRITE_SCALING)
wall.center_y = 5 * GRID_PIXEL_SIZE
wall.center_x = 8 * GRID_PIXEL_SIZE
wall.boundary_left = 7 * GRID_PIXEL_SIZE
wall.boundary_right = 9 * GRID_PIXEL_SIZE
wall.boundary_top = 8 * GRID_PIXEL_SIZE
wall.boundary_bottom = 4 * GRID_PIXEL_SIZE
wall.change_x = 2 * SPRITE_SCALING
wall.change_y = 2 * SPRITE_SCALING
self.moving_wall_list.append(wall)
# Create our physics engine
self.physics_engine = \
arcade.PhysicsEnginePlatformer(self.player_sprite,
[self.static_wall_list, self.moving_wall_list],
gravity_constant=GRAVITY)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
self.game_over = False
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 the sprites.
self.static_wall_list.draw()
self.moving_wall_list.draw()
self.player_list.draw()
self.camera_gui.use()
# Put the text on the screen.
distance = self.player_sprite.right
output = f"Distance: {distance}"
arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
def set_x_speed(self):
if self.left_down and not self.right_down:
self.player_sprite.change_x = -MOVEMENT_SPEED
elif self.right_down and not self.left_down:
self.player_sprite.change_x = MOVEMENT_SPEED
else:
self.player_sprite.change_x = 0
def on_key_press(self, key, modifiers):
""" Called whenever the mouse moves. """
if key == arcade.key.UP:
if self.physics_engine.can_jump():
self.player_sprite.change_y = JUMP_SPEED
elif key == arcade.key.LEFT:
self.left_down = True
self.set_x_speed()
elif key == arcade.key.RIGHT:
self.right_down = True
self.set_x_speed()
def on_key_release(self, key, modifiers):
""" Called when the user presses a mouse button. """
if key == arcade.key.LEFT:
self.left_down = False
self.set_x_speed()
elif key == arcade.key.RIGHT:
self.right_down = False
self.set_x_speed()
def on_update(self, delta_time):
""" Movement and game logic """
# Call update on all sprites
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.
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 main():
""" Main function """
window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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