Step 6 Python

step_06.py
1import random
2
3import arcade
4from arcade.experimental import Shadertoy
5
6# Do the math to figure out our screen dimensions
7SCREEN_WIDTH = 800
8SCREEN_HEIGHT = 600
9SCREEN_TITLE = "Ray-casting Demo"
10
11SPRITE_SCALING = 0.25
12
13# How fast the camera pans to the player. 1.0 is instant.
14CAMERA_SPEED = 0.1
15
16PLAYER_MOVEMENT_SPEED = 7
17BOMB_COUNT = 70
18PLAYING_FIELD_WIDTH = 1600
19PLAYING_FIELD_HEIGHT = 1600
20
21
22class MyGame(arcade.Window):
23
24 def __init__(self, width, height, title):
25 super().__init__(width, height, title)
26
27 # The shader toy and 'channels' we'll be using
28 self.shadertoy = None
29 self.channel0 = None
30 self.channel1 = None
31 self.load_shader()
32
33 # Sprites and sprite lists
34 self.player_sprite = arcade.Sprite(
35 ":resources:images/animated_characters/female_person/femalePerson_idle.png",
36 scale=SPRITE_SCALING,
37 center_x=256,
38 center_y=512,
39 )
40 self.wall_list = arcade.SpriteList()
41 self.player_list = arcade.SpriteList()
42 self.bomb_list = arcade.SpriteList()
43 self.physics_engine = None
44
45 self.generate_sprites()
46 self.background_color = arcade.color.ARMY_GREEN
47
48 def load_shader(self):
49 # Size of the window
50 window_size = self.get_size()
51
52 # Create the shader toy, passing in a path for the shader source
53 self.shadertoy = Shadertoy.create_from_file(window_size, "step_06.glsl")
54
55 # Create the channels 0 and 1 frame buffers.
56 # Make the buffer the size of the window, with 4 channels (RGBA)
57 self.channel0 = self.shadertoy.ctx.framebuffer(
58 color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
59 )
60 self.channel1 = self.shadertoy.ctx.framebuffer(
61 color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
62 )
63
64 # Assign the frame buffers to the channels
65 self.shadertoy.channel_0 = self.channel0.color_attachments[0]
66 self.shadertoy.channel_1 = self.channel1.color_attachments[0]
67
68 def generate_sprites(self):
69 # -- Set up several columns of walls
70 for x in range(0, PLAYING_FIELD_WIDTH, 128):
71 for y in range(0, PLAYING_FIELD_HEIGHT, int(128 * SPRITE_SCALING)):
72 # Randomly skip a box so the player can find a way through
73 if random.randrange(2) > 0:
74 wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
75 wall.center_x = x
76 wall.center_y = y
77 self.wall_list.append(wall)
78
79 # -- Set some hidden bombs in the area
80 for i in range(BOMB_COUNT):
81 bomb = arcade.Sprite(":resources:images/tiles/bomb.png", 0.25)
82 placed = False
83 while not placed:
84 bomb.center_x = random.randrange(PLAYING_FIELD_WIDTH)
85 bomb.center_y = random.randrange(PLAYING_FIELD_HEIGHT)
86 if not arcade.check_for_collision_with_list(bomb, self.wall_list):
87 placed = True
88 self.bomb_list.append(bomb)
89
90 # Add the player to the player list
91 self.player_list.append(self.player_sprite)
92
93 # Physics engine, so we don't run into walls
94 self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
95
96 def on_draw(self):
97 # Select the channel 0 frame buffer to draw on
98 self.channel0.use()
99 self.channel0.clear()
100 # Draw the walls
101 self.wall_list.draw()
102
103 self.channel1.use()
104 self.channel1.clear(color=arcade.color.AMAZON)
105 # Draw the bombs
106 self.bomb_list.draw()
107
108 # Select this window to draw on
109 self.use()
110 # Clear to background color
111 self.clear()
112 # Run the shader and render to the window
113 self.shadertoy.program['lightPosition'] = self.player_sprite.position
114 self.shadertoy.program['lightSize'] = 300
115 self.shadertoy.render()
116
117 # Draw the walls
118 self.wall_list.draw()
119
120 # Draw the player
121 self.player_list.draw()
122
123 def on_key_press(self, key, modifiers):
124 """Called whenever a key is pressed. """
125
126 if key == arcade.key.UP:
127 self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED
128 elif key == arcade.key.DOWN:
129 self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED
130 elif key == arcade.key.LEFT:
131 self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
132 elif key == arcade.key.RIGHT:
133 self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
134
135 def on_key_release(self, key, modifiers):
136 """Called when the user releases a key. """
137
138 if key == arcade.key.UP or key == arcade.key.DOWN:
139 self.player_sprite.change_y = 0
140 elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
141 self.player_sprite.change_x = 0
142
143 def on_update(self, delta_time):
144 """ Movement and game logic """
145
146 # Call update on all sprites (The sprites don't do much in this
147 # example though.)
148 self.physics_engine.update()
149
150
151if __name__ == "__main__":
152 MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
153 arcade.run()