""" Platformer Game """ import arcade # Constants SCREEN_WIDTH = 1000 SCREEN_HEIGHT = 650 SCREEN_TITLE = "Platformer" # Constants used to scale our sprites from their original size CHARACTER_SCALING = 1 TILE_SCALING = 0.5 COIN_SCALING = 0.5 # Movement speed of player, in pixels per frame PLAYER_MOVEMENT_SPEED = 5 GRAVITY = 1 PLAYER_JUMP_SPEED = 15 # How many pixels to keep as a minimum margin between the character # and the edge of the screen. LEFT_VIEWPORT_MARGIN = 150 RIGHT_VIEWPORT_MARGIN = 150 BOTTOM_VIEWPORT_MARGIN = 50 TOP_VIEWPORT_MARGIN = 100 class MyGame(arcade.Window): """ Main application class. """ def __init__(self): # Call the parent class and set up the window super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # These are 'lists' that keep track of our sprites. Each sprite should # go into a list. self.coin_list = None self.wall_list = None self.player_list = None # Separate variable that holds the player sprite self.player_sprite = None # Our physics engine self.physics_engine = None # Used to keep track of our scrolling self.view_bottom = 0 self.view_left = 0 arcade.set_background_color(arcade.csscolor.CORNFLOWER_BLUE) def setup(self): """ Set up the game here. Call this function to restart the game. """ # Used to keep track of our scrolling self.view_bottom = 0 self.view_left = 0 # Create the Sprite lists self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() # Set up the player, specifically placing it at these coordinates. self.player_sprite = arcade.Sprite("images/player_1/player_stand.png", CHARACTER_SCALING) self.player_sprite.center_x = 64 self.player_sprite.center_y = 96 self.player_list.append(self.player_sprite) # Create the ground # This shows using a loop to place multiple sprites horizontally for x in range(0, 1250, 64): wall = arcade.Sprite("images/tiles/grassMid.png", TILE_SCALING) wall.center_x = x wall.center_y = 32 self.wall_list.append(wall) # Put some crates on the ground # This shows using a coordinate list to place sprites coordinate_list = [[512, 96], [256, 96], [768, 96]] for coordinate in coordinate_list: # Add a crate on the ground wall = arcade.Sprite("images/tiles/boxCrate_double.png", TILE_SCALING) wall.position = coordinate self.wall_list.append(wall) # Create the 'physics engine' self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite, self.wall_list, GRAVITY) def on_draw(self): """ Render the screen. """ # Clear the screen to the background color arcade.start_render() # Draw our sprites self.wall_list.draw() self.coin_list.draw() self.player_list.draw() def on_key_press(self, key, modifiers): """Called whenever a key is pressed. """ if key == arcade.key.UP or key == arcade.key.W: if self.physics_engine.can_jump(): self.player_sprite.change_y = PLAYER_JUMP_SPEED elif key == arcade.key.LEFT or key == arcade.key.A: self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED elif key == arcade.key.RIGHT or key == arcade.key.D: 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.LEFT or key == arcade.key.A: self.player_sprite.change_x = 0 elif key == arcade.key.RIGHT or key == arcade.key.D: self.player_sprite.change_x = 0 def 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() # --- Manage Scrolling --- # Track if we need to change the viewport changed = False # Scroll left left_boundary = self.view_left + LEFT_VIEWPORT_MARGIN if self.player_sprite.left < left_boundary: self.view_left -= left_boundary - self.player_sprite.left changed = True # Scroll right right_boundary = self.view_left + SCREEN_WIDTH - RIGHT_VIEWPORT_MARGIN if self.player_sprite.right > right_boundary: self.view_left += self.player_sprite.right - right_boundary changed = True # Scroll up top_boundary = self.view_bottom + SCREEN_HEIGHT - TOP_VIEWPORT_MARGIN if self.player_sprite.top > top_boundary: self.view_bottom += self.player_sprite.top - top_boundary changed = True # Scroll down bottom_boundary = self.view_bottom + BOTTOM_VIEWPORT_MARGIN if self.player_sprite.bottom < bottom_boundary: self.view_bottom -= bottom_boundary - self.player_sprite.bottom changed = True if changed: # Only scroll to integers. Otherwise we end up with pixels that # don't line up on the screen self.view_bottom = int(self.view_bottom) self.view_left = int(self.view_left) # Do the scrolling arcade.set_viewport(self.view_left, SCREEN_WIDTH + self.view_left, self.view_bottom, SCREEN_HEIGHT + self.view_bottom) def main(): """ Main method """ window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main()