pymunk_demo_platformer_06.py Full Listing
pymunk_demo_platformer_06.py
1"""
2Example of Pymunk Physics Engine Platformer
3"""
4
5import arcade
6
7SCREEN_TITLE = "PyMunk Platformer"
8
9# How big are our image tiles?
10SPRITE_IMAGE_SIZE = 128
11
12# Scale sprites up or down
13SPRITE_SCALING_PLAYER = 0.5
14SPRITE_SCALING_TILES = 0.5
15
16# Scaled sprite size for tiles
17SPRITE_SIZE = int(SPRITE_IMAGE_SIZE * SPRITE_SCALING_PLAYER)
18
19# Size of grid to show on screen, in number of tiles
20SCREEN_GRID_WIDTH = 25
21SCREEN_GRID_HEIGHT = 15
22
23# Size of screen to show, in pixels
24SCREEN_WIDTH = SPRITE_SIZE * SCREEN_GRID_WIDTH
25SCREEN_HEIGHT = SPRITE_SIZE * SCREEN_GRID_HEIGHT
26
27# --- Physics forces. Higher number, faster accelerating.
28
29# Gravity
30GRAVITY = 1500
31
32# Damping - Amount of speed lost per second
33DEFAULT_DAMPING = 1.0
34PLAYER_DAMPING = 0.4
35
36# Friction between objects
37PLAYER_FRICTION = 1.0
38WALL_FRICTION = 0.7
39DYNAMIC_ITEM_FRICTION = 0.6
40
41# Mass (defaults to 1)
42PLAYER_MASS = 2.0
43
44# Keep player from going too fast
45PLAYER_MAX_HORIZONTAL_SPEED = 450
46PLAYER_MAX_VERTICAL_SPEED = 1600
47
48# Force applied while on the ground
49PLAYER_MOVE_FORCE_ON_GROUND = 8000
50
51
52class GameWindow(arcade.Window):
53 """Main Window"""
54
55 def __init__(self, width, height, title):
56 """Create the variables"""
57
58 # Init the parent class
59 super().__init__(width, height, title)
60
61 # Player sprite
62 self.player_sprite: arcade.Sprite | None = None
63
64 # Sprite lists we need
65 self.player_list: arcade.SpriteList | None = None
66 self.wall_list: arcade.SpriteList | None = None
67 self.bullet_list: arcade.SpriteList | None = None
68 self.item_list: arcade.SpriteList | None = None
69
70 # Track the current state of what key is pressed
71 self.left_pressed: bool = False
72 self.right_pressed: bool = False
73
74 # Physics engine
75 self.physics_engine: arcade.PymunkPhysicsEngine | None = None
76
77 # Set background color
78 self.background_color = arcade.color.AMAZON
79
80 def setup(self):
81 """Set up everything with the game"""
82
83 # Create the sprite lists
84 self.player_list = arcade.SpriteList()
85 self.bullet_list = arcade.SpriteList()
86
87 # Map name
88 map_name = ":resources:/tiled_maps/pymunk_test_map.json"
89
90 # Load in TileMap
91 tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
92
93 # Pull the sprite layers out of the tile map
94 self.wall_list = tile_map.sprite_lists["Platforms"]
95 self.item_list = tile_map.sprite_lists["Dynamic Items"]
96
97 # Create player sprite
98 self.player_sprite = arcade.Sprite(
99 ":resources:images/animated_characters/female_person/femalePerson_idle.png",
100 SPRITE_SCALING_PLAYER,
101 )
102 # Set player location
103 grid_x = 1
104 grid_y = 1
105 self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
106 self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
107 # Add to player sprite list
108 self.player_list.append(self.player_sprite)
109
110 # --- Pymunk Physics Engine Setup ---
111
112 # The default damping for every object controls the percent of velocity
113 # the object will keep each second. A value of 1.0 is no speed loss,
114 # 0.9 is 10% per second, 0.1 is 90% per second.
115 # For top-down games, this is basically the friction for moving objects.
116 # For platformers with gravity, this should probably be set to 1.0.
117 # Default value is 1.0 if not specified.
118 damping = DEFAULT_DAMPING
119
120 # Set the gravity. (0, 0) is good for outer space and top-down.
121 gravity = (0, -GRAVITY)
122
123 # Create the physics engine
124 self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping, gravity=gravity)
125
126 # Add the player.
127 # For the player, we set the damping to a lower value, which increases
128 # the damping rate. This prevents the character from traveling too far
129 # after the player lets off the movement keys.
130 # Setting the moment of inertia to PymunkPhysicsEngine.MOMENT_INF prevents it from
131 # rotating.
132 # Friction normally goes between 0 (no friction) and 1.0 (high friction)
133 # Friction is between two objects in contact. It is important to remember
134 # in top-down games that friction moving along the 'floor' is controlled
135 # by damping.
136 self.physics_engine.add_sprite(
137 self.player_sprite,
138 friction=PLAYER_FRICTION,
139 mass=PLAYER_MASS,
140 moment_of_inertia=arcade.PymunkPhysicsEngine.MOMENT_INF,
141 collision_type="player",
142 max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
143 max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED,
144 )
145
146 # Create the walls.
147 # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
148 # move.
149 # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
150 # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
151 # repositioned by code and don't respond to physics forces.
152 # Dynamic is default.
153 self.physics_engine.add_sprite_list(
154 self.wall_list,
155 friction=WALL_FRICTION,
156 collision_type="wall",
157 body_type=arcade.PymunkPhysicsEngine.STATIC,
158 )
159
160 # Create the items
161 self.physics_engine.add_sprite_list(
162 self.item_list, friction=DYNAMIC_ITEM_FRICTION, collision_type="item"
163 )
164
165 def on_key_press(self, key, modifiers):
166 """Called whenever a key is pressed."""
167
168 if key == arcade.key.LEFT:
169 self.left_pressed = True
170 elif key == arcade.key.RIGHT:
171 self.right_pressed = True
172
173 def on_key_release(self, key, modifiers):
174 """Called when the user releases a key."""
175
176 if key == arcade.key.LEFT:
177 self.left_pressed = False
178 elif key == arcade.key.RIGHT:
179 self.right_pressed = False
180
181 def on_update(self, delta_time):
182 """Movement and game logic"""
183
184 # Update player forces based on keys pressed
185 if self.left_pressed and not self.right_pressed:
186 # Create a force to the left. Apply it.
187 force = (-PLAYER_MOVE_FORCE_ON_GROUND, 0)
188 self.physics_engine.apply_force(self.player_sprite, force)
189 # Set friction to zero for the player while moving
190 self.physics_engine.set_friction(self.player_sprite, 0)
191 elif self.right_pressed and not self.left_pressed:
192 # Create a force to the right. Apply it.
193 force = (PLAYER_MOVE_FORCE_ON_GROUND, 0)
194 self.physics_engine.apply_force(self.player_sprite, force)
195 # Set friction to zero for the player while moving
196 self.physics_engine.set_friction(self.player_sprite, 0)
197 else:
198 # Player's feet are not moving. Therefore up the friction so we stop.
199 self.physics_engine.set_friction(self.player_sprite, 1.0)
200
201 # Move items in the physics engine
202 self.physics_engine.step()
203
204 def on_draw(self):
205 """Draw everything"""
206 self.clear()
207 self.wall_list.draw()
208 self.bullet_list.draw()
209 self.item_list.draw()
210 self.player_list.draw()
211
212
213def main():
214 """Main function"""
215 window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
216 window.setup()
217 arcade.run()
218
219
220if __name__ == "__main__":
221 main()