pymunk_demo_platformer_11.py Full Listing

pymunk_demo_platformer_11.py
  1"""
  2Example of Pymunk Physics Engine Platformer
  3"""
  4import math
  5from typing import Optional
  6
  7import arcade
  8
  9SCREEN_TITLE = "PyMunk Platformer"
 10
 11# How big are our image tiles?
 12SPRITE_IMAGE_SIZE = 128
 13
 14# Scale sprites up or down
 15SPRITE_SCALING_PLAYER = 0.5
 16SPRITE_SCALING_TILES = 0.5
 17
 18# Scaled sprite size for tiles
 19SPRITE_SIZE = int(SPRITE_IMAGE_SIZE * SPRITE_SCALING_PLAYER)
 20
 21# Size of grid to show on screen, in number of tiles
 22SCREEN_GRID_WIDTH = 25
 23SCREEN_GRID_HEIGHT = 15
 24
 25# Size of screen to show, in pixels
 26SCREEN_WIDTH = SPRITE_SIZE * SCREEN_GRID_WIDTH
 27SCREEN_HEIGHT = SPRITE_SIZE * SCREEN_GRID_HEIGHT
 28
 29# --- Physics forces. Higher number, faster accelerating.
 30
 31# Gravity
 32GRAVITY = 1500
 33
 34# Damping - Amount of speed lost per second
 35DEFAULT_DAMPING = 1.0
 36PLAYER_DAMPING = 0.4
 37
 38# Friction between objects
 39PLAYER_FRICTION = 1.0
 40WALL_FRICTION = 0.7
 41DYNAMIC_ITEM_FRICTION = 0.6
 42
 43# Mass (defaults to 1)
 44PLAYER_MASS = 2.0
 45
 46# Keep player from going too fast
 47PLAYER_MAX_HORIZONTAL_SPEED = 450
 48PLAYER_MAX_VERTICAL_SPEED = 1600
 49
 50# Force applied while on the ground
 51PLAYER_MOVE_FORCE_ON_GROUND = 8000
 52
 53# Force applied when moving left/right in the air
 54PLAYER_MOVE_FORCE_IN_AIR = 900
 55
 56# Strength of a jump
 57PLAYER_JUMP_IMPULSE = 1800
 58
 59# Close enough to not-moving to have the animation go to idle.
 60DEAD_ZONE = 0.1
 61
 62# Constants used to track if the player is facing left or right
 63RIGHT_FACING = 0
 64LEFT_FACING = 1
 65
 66# How many pixels to move before we change the texture in the walking animation
 67DISTANCE_TO_CHANGE_TEXTURE = 20
 68
 69# How much force to put on the bullet
 70BULLET_MOVE_FORCE = 4500
 71
 72# Mass of the bullet
 73BULLET_MASS = 0.1
 74
 75# Make bullet less affected by gravity
 76BULLET_GRAVITY = 300
 77
 78
 79class PlayerSprite(arcade.Sprite):
 80    """ Player Sprite """
 81    def __init__(self):
 82        """ Init """
 83        # Let parent initialize
 84        super().__init__(scale=SPRITE_SCALING_PLAYER)
 85
 86        # Images from Kenney.nl's Character pack
 87        # main_path = ":resources:images/animated_characters/female_adventurer/femaleAdventurer"
 88        main_path = ":resources:images/animated_characters/female_person/femalePerson"
 89        # main_path = ":resources:images/animated_characters/male_person/malePerson"
 90        # main_path = ":resources:images/animated_characters/male_adventurer/maleAdventurer"
 91        # main_path = ":resources:images/animated_characters/zombie/zombie"
 92        # main_path = ":resources:images/animated_characters/robot/robot"
 93
 94        # Load textures for idle, jump, and fall states
 95        idle_texture = arcade.load_texture(f"{main_path}_idle.png")
 96        jump_texture = arcade.load_texture(f"{main_path}_jump.png")
 97        fall_texture = arcade.load_texture(f"{main_path}_fall.png") 
 98        # Make pairs of textures facing left and right
 99        self.idle_texture_pair = idle_texture, idle_texture.flip_left_right()
100        self.jump_texture_pair = jump_texture, jump_texture.flip_left_right()
101        self.fall_texture_pair = fall_texture, fall_texture.flip_left_right()
102
103        # Load textures for walking and make pairs of textures facing left and right
104        self.walk_textures = []
105        for i in range(8):
106            texture = arcade.load_texture(f"{main_path}_walk{i}.png")
107            self.walk_textures.append((texture, texture.flip_left_right()))
108
109        # Set the initial texture
110        self.texture = self.idle_texture_pair[0]
111
112        # Default to face-right
113        self.character_face_direction = RIGHT_FACING
114
115        # Index of our current texture
116        self.cur_texture = 0
117
118        # How far have we traveled horizontally since changing the texture
119        self.x_odometer = 0
120
121    def pymunk_moved(self, physics_engine, dx, dy, d_angle):
122        """ Handle being moved by the pymunk engine """
123        # Figure out if we need to face left or right
124        if dx < -DEAD_ZONE and self.character_face_direction == RIGHT_FACING:
125            self.character_face_direction = LEFT_FACING
126        elif dx > DEAD_ZONE and self.character_face_direction == LEFT_FACING:
127            self.character_face_direction = RIGHT_FACING
128
129        # Are we on the ground?
130        is_on_ground = physics_engine.is_on_ground(self)
131
132        # Add to the odometer how far we've moved
133        self.x_odometer += dx
134
135        # Jumping animation
136        if not is_on_ground:
137            if dy > DEAD_ZONE:
138                self.texture = self.jump_texture_pair[self.character_face_direction]
139                return
140            elif dy < -DEAD_ZONE:
141                self.texture = self.fall_texture_pair[self.character_face_direction]
142                return
143
144        # Idle animation
145        if abs(dx) <= DEAD_ZONE:
146            self.texture = self.idle_texture_pair[self.character_face_direction]
147            return
148
149        # Have we moved far enough to change the texture?
150        if abs(self.x_odometer) > DISTANCE_TO_CHANGE_TEXTURE:
151
152            # Reset the odometer
153            self.x_odometer = 0
154
155            # Advance the walking animation
156            self.cur_texture += 1
157            if self.cur_texture > 7:
158                self.cur_texture = 0
159            self.texture = self.walk_textures[self.cur_texture][self.character_face_direction]
160
161
162class BulletSprite(arcade.SpriteSolidColor):
163    """ Bullet Sprite """
164    def pymunk_moved(self, physics_engine, dx, dy, d_angle):
165        """ Handle when the sprite is moved by the physics engine. """
166        # If the bullet falls below the screen, remove it
167        if self.center_y < -100:
168            self.remove_from_sprite_lists()
169
170
171class GameWindow(arcade.Window):
172    """ Main Window """
173
174    def __init__(self, width, height, title):
175        """ Create the variables """
176
177        # Init the parent class
178        super().__init__(width, height, title)
179
180        # Player sprite
181        self.player_sprite: PlayerSprite|None = None
182
183        # Sprite lists we need
184        self.player_list: arcade.SpriteList|None = None
185        self.wall_list: arcade.SpriteList|None = None
186        self.bullet_list: arcade.SpriteList|None = None
187        self.item_list: arcade.SpriteList|None = None
188        self.moving_sprites_list: arcade.SpriteList|None = None
189
190        # Track the current state of what key is pressed
191        self.left_pressed: bool = False
192        self.right_pressed: bool = False
193
194        # Physics engine
195        self.physics_engine: arcade.PymunkPhysicsEngine | None = None
196
197        # Set background color
198        self.background_color = arcade.color.AMAZON
199
200    def setup(self):
201        """ Set up everything with the game """
202
203        # Create the sprite lists
204        self.player_list = arcade.SpriteList()
205        self.bullet_list = arcade.SpriteList()
206
207        # Map name
208        map_name = ":resources:/tiled_maps/pymunk_test_map.json"
209
210        # Load in TileMap
211        tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
212
213        # Pull the sprite layers out of the tile map
214        self.wall_list = tile_map.sprite_lists["Platforms"]
215        self.item_list = tile_map.sprite_lists["Dynamic Items"]
216
217        # Create player sprite
218        self.player_sprite = PlayerSprite()
219
220        # Set player location
221        grid_x = 1
222        grid_y = 1
223        self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
224        self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
225        # Add to player sprite list
226        self.player_list.append(self.player_sprite)
227
228        # Moving Sprite
229        self.moving_sprites_list = tile_map.sprite_lists['Moving Platforms']
230
231        # --- Pymunk Physics Engine Setup ---
232
233        # The default damping for every object controls the percent of velocity
234        # the object will keep each second. A value of 1.0 is no speed loss,
235        # 0.9 is 10% per second, 0.1 is 90% per second.
236        # For top-down games, this is basically the friction for moving objects.
237        # For platformers with gravity, this should probably be set to 1.0.
238        # Default value is 1.0 if not specified.
239        damping = DEFAULT_DAMPING
240
241        # Set the gravity. (0, 0) is good for outer space and top-down.
242        gravity = (0, -GRAVITY)
243
244        # Create the physics engine
245        self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
246                                                         gravity=gravity)
247
248        def wall_hit_handler(bullet_sprite, _wall_sprite, _arbiter, _space, _data):
249            """ Called for bullet/wall collision """
250            bullet_sprite.remove_from_sprite_lists()
251
252        self.physics_engine.add_collision_handler("bullet", "wall", post_handler=wall_hit_handler)
253
254        def item_hit_handler(bullet_sprite, item_sprite, _arbiter, _space, _data):
255            """ Called for bullet/wall collision """
256            bullet_sprite.remove_from_sprite_lists()
257            item_sprite.remove_from_sprite_lists()
258
259        self.physics_engine.add_collision_handler("bullet", "item", post_handler=item_hit_handler)
260
261        # Add the player.
262        # For the player, we set the damping to a lower value, which increases
263        # the damping rate. This prevents the character from traveling too far
264        # after the player lets off the movement keys.
265        # Setting the moment of inertia to PymunkPhysicsEngine.MOMENT_INF prevents it from
266        # rotating.
267        # Friction normally goes between 0 (no friction) and 1.0 (high friction)
268        # Friction is between two objects in contact. It is important to remember
269        # in top-down games that friction moving along the 'floor' is controlled
270        # by damping.
271        self.physics_engine.add_sprite(self.player_sprite,
272                                       friction=PLAYER_FRICTION,
273                                       mass=PLAYER_MASS,
274                                       moment_of_inertia=arcade.PymunkPhysicsEngine.MOMENT_INF,
275                                       collision_type="player",
276                                       max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
277                                       max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)
278
279        # Create the walls.
280        # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
281        # move.
282        # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
283        # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
284        # repositioned by code and don't respond to physics forces.
285        # Dynamic is default.
286        self.physics_engine.add_sprite_list(self.wall_list,
287                                            friction=WALL_FRICTION,
288                                            collision_type="wall",
289                                            body_type=arcade.PymunkPhysicsEngine.STATIC)
290
291        # Create the items
292        self.physics_engine.add_sprite_list(self.item_list,
293                                            friction=DYNAMIC_ITEM_FRICTION,
294                                            collision_type="item")
295
296        # Add kinematic sprites
297        self.physics_engine.add_sprite_list(self.moving_sprites_list,
298                                            body_type=arcade.PymunkPhysicsEngine.KINEMATIC)
299
300    def on_key_press(self, key, modifiers):
301        """Called whenever a key is pressed. """
302
303        if key == arcade.key.LEFT:
304            self.left_pressed = True
305        elif key == arcade.key.RIGHT:
306            self.right_pressed = True
307        elif key == arcade.key.UP:
308            # find out if player is standing on ground
309            if self.physics_engine.is_on_ground(self.player_sprite):
310                # She is! Go ahead and jump
311                impulse = (0, PLAYER_JUMP_IMPULSE)
312                self.physics_engine.apply_impulse(self.player_sprite, impulse)
313
314    def on_key_release(self, key, modifiers):
315        """Called when the user releases a key. """
316
317        if key == arcade.key.LEFT:
318            self.left_pressed = False
319        elif key == arcade.key.RIGHT:
320            self.right_pressed = False
321
322    def on_mouse_press(self, x, y, button, modifiers):
323        """ Called whenever the mouse button is clicked. """
324
325        bullet = BulletSprite(width=20, height=5, color=arcade.color.DARK_YELLOW)
326        self.bullet_list.append(bullet)
327
328        # Position the bullet at the player's current location
329        start_x = self.player_sprite.center_x
330        start_y = self.player_sprite.center_y
331        bullet.position = self.player_sprite.position
332
333        # Get from the mouse the destination location for the bullet
334        # IMPORTANT! If you have a scrolling screen, you will also need
335        # to add in self.view_bottom and self.view_left.
336        dest_x = x
337        dest_y = y
338
339        # Do math to calculate how to get the bullet to the destination.
340        # Calculation the angle in radians between the start points
341        # and end points. This is the angle the bullet will travel.
342        x_diff = dest_x - start_x
343        y_diff = dest_y - start_y
344        angle = math.atan2(y_diff, x_diff)
345
346        # What is the 1/2 size of this sprite, so we can figure out how far
347        # away to spawn the bullet
348        size = max(self.player_sprite.width, self.player_sprite.height) / 2
349
350        # Use angle to to spawn bullet away from player in proper direction
351        bullet.center_x += size * math.cos(angle)
352        bullet.center_y += size * math.sin(angle)
353
354        # Set angle of bullet
355        bullet.angle = math.degrees(angle)
356
357        # Gravity to use for the bullet
358        # If we don't use custom gravity, bullet drops too fast, or we have
359        # to make it go too fast.
360        # Force is in relation to bullet's angle.
361        bullet_gravity = (0, -BULLET_GRAVITY)
362
363        # Add the sprite. This needs to be done AFTER setting the fields above.
364        self.physics_engine.add_sprite(bullet,
365                                       mass=BULLET_MASS,
366                                       damping=1.0,
367                                       friction=0.6,
368                                       collision_type="bullet",
369                                       gravity=bullet_gravity,
370                                       elasticity=0.9)
371
372        # Add force to bullet
373        force = (BULLET_MOVE_FORCE, 0)
374        self.physics_engine.apply_force(bullet, force)
375
376    def on_update(self, delta_time):
377        """ Movement and game logic """
378
379        is_on_ground = self.physics_engine.is_on_ground(self.player_sprite)
380        # Update player forces based on keys pressed
381        if self.left_pressed and not self.right_pressed:
382            # Create a force to the left. Apply it.
383            if is_on_ground:
384                force = (-PLAYER_MOVE_FORCE_ON_GROUND, 0)
385            else:
386                force = (-PLAYER_MOVE_FORCE_IN_AIR, 0)
387            self.physics_engine.apply_force(self.player_sprite, force)
388            # Set friction to zero for the player while moving
389            self.physics_engine.set_friction(self.player_sprite, 0)
390        elif self.right_pressed and not self.left_pressed:
391            # Create a force to the right. Apply it.
392            if is_on_ground:
393                force = (PLAYER_MOVE_FORCE_ON_GROUND, 0)
394            else:
395                force = (PLAYER_MOVE_FORCE_IN_AIR, 0)
396            self.physics_engine.apply_force(self.player_sprite, force)
397            # Set friction to zero for the player while moving
398            self.physics_engine.set_friction(self.player_sprite, 0)
399        else:
400            # Player's feet are not moving. Therefore up the friction so we stop.
401            self.physics_engine.set_friction(self.player_sprite, 1.0)
402
403        # Move items in the physics engine
404        self.physics_engine.step()
405
406        # For each moving sprite, see if we've reached a boundary and need to
407        # reverse course.
408        for moving_sprite in self.moving_sprites_list:
409            if moving_sprite.boundary_right and \
410                    moving_sprite.change_x > 0 and \
411                    moving_sprite.right > moving_sprite.boundary_right:
412                moving_sprite.change_x *= -1
413            elif moving_sprite.boundary_left and \
414                    moving_sprite.change_x < 0 and \
415                    moving_sprite.left > moving_sprite.boundary_left:
416                moving_sprite.change_x *= -1
417            if moving_sprite.boundary_top and \
418                    moving_sprite.change_y > 0 and \
419                    moving_sprite.top > moving_sprite.boundary_top:
420                moving_sprite.change_y *= -1
421            elif moving_sprite.boundary_bottom and \
422                    moving_sprite.change_y < 0 and \
423                    moving_sprite.bottom < moving_sprite.boundary_bottom:
424                moving_sprite.change_y *= -1
425
426            # Figure out and set our moving platform velocity.
427            # Pymunk uses velocity is in pixels per second. If we instead have
428            # pixels per frame, we need to convert.
429            velocity = (moving_sprite.change_x * 1 / delta_time, moving_sprite.change_y * 1 / delta_time)
430            self.physics_engine.set_velocity(moving_sprite, velocity)
431
432    def on_draw(self):
433        """ Draw everything """
434        self.clear()
435        self.wall_list.draw()
436        self.moving_sprites_list.draw()
437        self.bullet_list.draw()
438        self.item_list.draw()
439        self.player_list.draw()
440
441def main():
442    """ Main function """
443    window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
444    window.setup()
445    arcade.run()
446
447
448if __name__ == "__main__":
449    main()