Sprite Explosions Bitmapped#

sprite_explosion_bitmapped.py#
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Sprite Explosion
Simple program to show how to make explosions with a series of bitmaps.
Artwork from https://kenney.nl
Explosion graphics from https://www.explosiongenerator.com/
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_explosion_bitmapped
"""
import random
import arcade
import os
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_COIN = 0.2
SPRITE_SCALING_LASER = 0.8
COIN_COUNT = 50
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprite Explosion Example"
BULLET_SPEED = 5
EXPLOSION_TEXTURE_COUNT = 60
class Explosion(arcade.Sprite):
""" This class creates an explosion animation """
def __init__(self, texture_list):
super().__init__()
# Start at the first frame
self.current_texture = 0
self.textures = texture_list
def update(self):
# Update to the next frame of the animation. If we are at the end
# of our frames, then delete this sprite.
self.current_texture += 1
if self.current_texture < len(self.textures):
self.set_texture(self.current_texture)
else:
self.remove_from_sprite_lists()
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
""" Initializer """
# Call the parent class initializer
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# Variables that will hold sprite lists
self.player_list = None
self.coin_list = None
self.bullet_list = None
self.explosions_list = None
# Set up the player info
self.player_sprite = None
self.score = 0
# Don't show the mouse cursor
self.set_mouse_visible(False)
# Pre-load the animation frames. We don't do this in the __init__
# of the explosion sprite because it
# takes too long and would cause the game to pause.
self.explosion_texture_list = []
columns = 16
count = 60
sprite_width = 256
sprite_height = 256
file_name = ":resources:images/spritesheets/explosion.png"
# Load the explosions from a sprite sheet
self.explosion_texture_list = arcade.load_spritesheet(file_name, sprite_width, sprite_height, columns, count)
# Load sounds. Sounds from kenney.nl
self.gun_sound = arcade.sound.load_sound(":resources:sounds/laser2.wav")
self.hit_sound = arcade.sound.load_sound(":resources:sounds/explosion2.wav")
arcade.set_background_color(arcade.color.AMAZON)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
self.explosions_list = arcade.SpriteList()
# Set up the player
self.score = 0
# Image from kenney.nl
self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
SPRITE_SCALING_PLAYER)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 70
self.player_list.append(self.player_sprite)
# Create the coins
for coin_index in range(COIN_COUNT):
# Create the coin instance
# Coin image from kenney.nl
coin = arcade.Sprite(":resources:images/items/coinGold.png", SPRITE_SCALING_COIN)
# Position the coin
coin.center_x = random.randrange(SCREEN_WIDTH)
coin.center_y = random.randrange(150, SCREEN_HEIGHT)
# Add the coin to the lists
self.coin_list.append(coin)
# 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()
# Draw all the sprites.
self.coin_list.draw()
self.bullet_list.draw()
self.player_list.draw()
self.explosions_list.draw()
# Render the text
arcade.draw_text(f"Score: {self.score}", 10, 20, arcade.color.WHITE, 14)
def on_mouse_motion(self, x, y, dx, dy):
"""
Called whenever the mouse moves.
"""
self.player_sprite.center_x = x
def on_mouse_press(self, x, y, button, modifiers):
"""
Called whenever the mouse button is clicked.
"""
# Gunshot sound
arcade.sound.play_sound(self.gun_sound)
# Create a bullet
bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png", SPRITE_SCALING_LASER)
# The image points to the right, and we want it to point up. So
# rotate it.
bullet.angle = 90
# Give it a speed
bullet.change_y = BULLET_SPEED
# Position the bullet
bullet.center_x = self.player_sprite.center_x
bullet.bottom = self.player_sprite.top
# Add the bullet to the appropriate lists
self.bullet_list.append(bullet)
def on_update(self, delta_time):
""" Movement and game logic """
# Call update on bullet sprites
self.bullet_list.update()
self.explosions_list.update()
# Loop through each bullet
for bullet in self.bullet_list:
# Check this bullet to see if it hit a coin
hit_list = arcade.check_for_collision_with_list(bullet, self.coin_list)
# If it did...
if len(hit_list) > 0:
# Make an explosion
explosion = Explosion(self.explosion_texture_list)
# Move it to the location of the coin
explosion.center_x = hit_list[0].center_x
explosion.center_y = hit_list[0].center_y
# Call update() because it sets which image we start on
explosion.update()
# Add to a list of sprites that are explosions
self.explosions_list.append(explosion)
# Get rid of the bullet
bullet.remove_from_sprite_lists()
# For every coin we hit, add to the score and remove the coin
for coin in hit_list:
coin.remove_from_sprite_lists()
self.score += 1
# Hit Sound
arcade.sound.play_sound(self.hit_sound)
# If the bullet flies off-screen, remove it.
if bullet.bottom > SCREEN_HEIGHT:
bullet.remove_from_sprite_lists()
def main():
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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