Step 8 Python#

step_08.py#
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from pathlib import Path
from pyglet.math import Vec2
import arcade
from arcade.experimental import Shadertoy
# Do the math to figure out our screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Ray-casting Demo"
SPRITE_SCALING = 0.25
# How fast the camera pans to the player. 1.0 is instant.
CAMERA_SPEED = 0.1
PLAYER_MOVEMENT_SPEED = 7
BOMB_COUNT = 70
PLAYING_FIELD_WIDTH = 1600
PLAYING_FIELD_HEIGHT = 1600
class MyGame(arcade.Window):
def __init__(self, width, height, title):
super().__init__(width, height, title, resizable=True)
# The shader toy and 'channels' we'll be using
self.shadertoy = None
self.channel0 = None
self.channel1 = None
self.load_shader()
# Sprites and sprite lists
self.player_sprite = None
self.wall_list = arcade.SpriteList()
self.player_list = arcade.SpriteList()
self.bomb_list = arcade.SpriteList()
self.physics_engine = None
# Create cameras used for scrolling
self.camera_sprites = arcade.Camera(width, height)
self.camera_gui = arcade.Camera(width, height)
self.generate_sprites()
# Our sample GUI text
self.score_text = arcade.Text("Score: 0", 10, 10, arcade.color.WHITE, 24)
arcade.set_background_color(arcade.color.ARMY_GREEN)
def load_shader(self):
# Where is the shader file? Must be specified as a path.
shader_file_path = Path("step_06.glsl")
# Size of the window
window_size = self.get_size()
# Create the shader toy
self.shadertoy = Shadertoy.create_from_file(window_size, shader_file_path)
# Create the channels 0 and 1 frame buffers.
# Make the buffer the size of the window, with 4 channels (RGBA)
self.channel0 = self.shadertoy.ctx.framebuffer(
color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
)
self.channel1 = self.shadertoy.ctx.framebuffer(
color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
)
# Assign the frame buffers to the channels
self.shadertoy.channel_0 = self.channel0.color_attachments[0]
self.shadertoy.channel_1 = self.channel1.color_attachments[0]
def generate_sprites(self):
# -- Set up several columns of walls
for x in range(0, PLAYING_FIELD_WIDTH, 128):
for y in range(0, PLAYING_FIELD_HEIGHT, int(128 * SPRITE_SCALING)):
# Randomly skip a box so the player can find a way through
if random.randrange(2) > 0:
wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
wall.center_x = x
wall.center_y = y
self.wall_list.append(wall)
# -- Set some hidden bombs in the area
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)
# Create the player
self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
scale=SPRITE_SCALING)
self.player_sprite.center_x = 256
self.player_sprite.center_y = 512
self.player_list.append(self.player_sprite)
# Physics engine, so we don't run into walls
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
# Start centered on the player
self.scroll_to_player(1.0)
self.camera_sprites.update()
def on_draw(self):
# Use our scrolled camera
self.camera_sprites.use()
# Select the channel 0 frame buffer to draw on
self.channel0.use()
self.channel0.clear()
# Draw the walls
self.wall_list.draw()
self.channel1.use()
self.channel1.clear()
# Draw the bombs
self.bomb_list.draw()
# Select this window to draw on
self.use()
# Clear to background color
self.clear()
# Calculate the light position. We have to subtract the camera position
# from the player position to get screen-relative coordinates.
p = (self.player_sprite.position[0] - self.camera_sprites.position[0],
self.player_sprite.position[1] - self.camera_sprites.position[1])
# Set the uniform data
self.shadertoy.program['lightPosition'] = p
self.shadertoy.program['lightSize'] = 300
# Run the shader and render to the window
self.shadertoy.render()
# Draw the walls
self.wall_list.draw()
# Draw the player
self.player_list.draw()
# Switch to the un-scrolled camera to draw the GUI with
self.camera_gui.use()
# Draw our sample GUI text
self.score_text.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()
def scroll_to_player(self, speed=CAMERA_SPEED):
"""
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, speed)
def on_resize(self, width: float, height: float):
super().on_resize(width, height)
self.camera_sprites.resize(width, height)
self.camera_gui.resize(width, height)
self.shadertoy.resize((width, height))
if __name__ == "__main__":
MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
arcade.run()
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