pymunk_demo_platformer_05.py Full Listing#
pymunk_demo_platformer_05.py#
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Example of Pymunk Physics Engine Platformer
"""
import math
from typing import Optional
import arcade
SCREEN_TITLE = "PyMunk Platformer"
# How big are our image tiles?
SPRITE_IMAGE_SIZE = 128
# Scale sprites up or down
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_TILES = 0.5
# Scaled sprite size for tiles
SPRITE_SIZE = int(SPRITE_IMAGE_SIZE * SPRITE_SCALING_PLAYER)
# Size of grid to show on screen, in number of tiles
SCREEN_GRID_WIDTH = 25
SCREEN_GRID_HEIGHT = 15
# Size of screen to show, in pixels
SCREEN_WIDTH = SPRITE_SIZE * SCREEN_GRID_WIDTH
SCREEN_HEIGHT = SPRITE_SIZE * SCREEN_GRID_HEIGHT
# --- Physics forces. Higher number, faster accelerating.
# Gravity
GRAVITY = 1500
# Damping - Amount of speed lost per second
DEFAULT_DAMPING = 1.0
PLAYER_DAMPING = 0.4
# Friction between objects
PLAYER_FRICTION = 1.0
WALL_FRICTION = 0.7
DYNAMIC_ITEM_FRICTION = 0.6
# Mass (defaults to 1)
PLAYER_MASS = 2.0
# Keep player from going too fast
PLAYER_MAX_HORIZONTAL_SPEED = 450
PLAYER_MAX_VERTICAL_SPEED = 1600
class GameWindow(arcade.Window):
""" Main Window """
def __init__(self, width, height, title):
""" Create the variables """
# Init the parent class
super().__init__(width, height, title)
# Player sprite
self.player_sprite: Optional[arcade.Sprite] = None
# Sprite lists we need
self.player_list: Optional[arcade.SpriteList] = None
self.wall_list: Optional[arcade.SpriteList] = None
self.bullet_list: Optional[arcade.SpriteList] = None
self.item_list: Optional[arcade.SpriteList] = None
# Track the current state of what key is pressed
self.left_pressed: bool = False
self.right_pressed: bool = False
# Physics engine
self.physics_engine = Optional[arcade.PymunkPhysicsEngine]
# Set background color
arcade.set_background_color(arcade.color.AMAZON)
def setup(self):
""" Set up everything with the game """
# Create the sprite lists
self.player_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
# Map name
map_name = ":resources:/tiled_maps/pymunk_test_map.json"
# Load in TileMap
tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
# Pull the sprite layers out of the tile map
self.wall_list = tile_map.sprite_lists["Platforms"]
self.item_list = tile_map.sprite_lists["Dynamic Items"]
# Create player sprite
self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
SPRITE_SCALING_PLAYER)
# Set player location
grid_x = 1
grid_y = 1
self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
# Add to player sprite list
self.player_list.append(self.player_sprite)
# --- Pymunk Physics Engine Setup ---
# The default damping for every object controls the percent of velocity
# the object will keep each second. A value of 1.0 is no speed loss,
# 0.9 is 10% per second, 0.1 is 90% per second.
# For top-down games, this is basically the friction for moving objects.
# For platformers with gravity, this should probably be set to 1.0.
# Default value is 1.0 if not specified.
damping = DEFAULT_DAMPING
# Set the gravity. (0, 0) is good for outer space and top-down.
gravity = (0, -GRAVITY)
# Create the physics engine
self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
gravity=gravity)
# Add the player.
# For the player, we set the damping to a lower value, which increases
# the damping rate. This prevents the character from traveling too far
# after the player lets off the movement keys.
# Setting the moment to PymunkPhysicsEngine.MOMENT_INF prevents it from
# rotating.
# Friction normally goes between 0 (no friction) and 1.0 (high friction)
# Friction is between two objects in contact. It is important to remember
# in top-down games that friction moving along the 'floor' is controlled
# by damping.
self.physics_engine.add_sprite(self.player_sprite,
friction=PLAYER_FRICTION,
mass=PLAYER_MASS,
moment=arcade.PymunkPhysicsEngine.MOMENT_INF,
collision_type="player",
max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)
# Create the walls.
# By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
# move.
# Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
# PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
# repositioned by code and don't respond to physics forces.
# Dynamic is default.
self.physics_engine.add_sprite_list(self.wall_list,
friction=WALL_FRICTION,
collision_type="wall",
body_type=arcade.PymunkPhysicsEngine.STATIC)
# Create the items
self.physics_engine.add_sprite_list(self.item_list,
friction=DYNAMIC_ITEM_FRICTION,
collision_type="item")
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
pass
def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """
pass
def on_update(self, delta_time):
""" Movement and game logic """
self.physics_engine.step()
def on_draw(self):
""" Draw everything """
self.clear()
self.wall_list.draw()
self.bullet_list.draw()
self.item_list.draw()
self.player_list.draw()
def main():
""" Main function """
window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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