""" Load a map stored in csv format, as exported by the program 'Tiled.' Artwork from http://kenney.nl If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.sprite_ramps """ import arcade import os SPRITE_SCALING = 0.5 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Sprite with Ramps Example" SPRITE_PIXEL_SIZE = 128 GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * SPRITE_SCALING) # How many pixels to keep as a minimum margin between the character # and the edge of the screen. VIEWPORT_MARGIN = 40 RIGHT_MARGIN = 150 # Physics MOVEMENT_SPEED = 5 JUMP_SPEED = 14 GRAVITY = 0.5 def get_map(): map_file = open("map_with_ramps_2.csv") map_array = [] for line in map_file: line = line.strip() map_row = line.split(",") for index, item in enumerate(map_row): map_row[index] = int(item) map_array.append(map_row) return map_array class MyGame(arcade.Window): """ Main application class. """ def __init__(self, width, height, title): """ Initializer """ super().__init__(width, height, 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) # Sprite lists self.all_sprites_list = None self.coin_list = None self.player_list = None # Set up the player self.player_sprite = None self.wall_list = None self.physics_engine = None self.view_left = 0 self.view_bottom = 0 self.game_over = False def start_new_game(self): """ Set up the game and initialize the variables. """ # Sprite lists self.all_sprites_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.player_list = arcade.SpriteList() # Set up the player self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING) self.player_sprite.center_x = 64 self.player_sprite.center_y = 270 self.player_list.append(self.player_sprite) self.all_sprites_list.append(self.player_sprite) map_array = get_map() # Right edge of the map in pixels self.end_of_map = len(map_array[0]) * GRID_PIXEL_SIZE map_items = ["images/boxCrate_double.png", "images/grassCenter.png", "images/grassCorner_left.png", "images/grassCorner_right.png", "images/grassHill_left.png", "images/grassHill_right.png", "images/grassLeft.png", "images/grassMid.png", "images/grassRight.png", "images/stoneHalf.png" ] for row_index, row in enumerate(map_array): for column_index, item in enumerate(row): if item == -1: continue else: wall = arcade.Sprite(map_items[item], SPRITE_SCALING) # Change the collision polygon to be a ramp instead of # a rectangle if item == 4: wall.points = ((-wall.width // 2, wall.height // 2), (wall.width // 2, -wall.height // 2), (-wall.width // 2, -wall.height // 2)) elif item == 5: wall.points = ((-wall.width // 2, -wall.height // 2), (wall.width // 2, -wall.height // 2), (wall.width // 2, wall.height // 2)) wall.right = column_index * 64 wall.top = (7 - row_index) * 64 self.all_sprites_list.append(wall) self.wall_list.append(wall) self.physics_engine = \ arcade.PhysicsEnginePlatformer(self.player_sprite, self.wall_list, gravity_constant=GRAVITY) # Set the background color arcade.set_background_color(arcade.color.AMAZON) # Set the viewport boundaries # These numbers set where we have 'scrolled' to. self.view_left = 0 self.view_bottom = 0 self.game_over = False def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing arcade.start_render() # Draw all the sprites. self.wall_list.draw() self.player_list.draw() # Put the text on the screen. # Adjust the text position based on the viewport so that we don't # scroll the text too. distance = self.player_sprite.right output = "Distance: {}".format(distance) arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20, arcade.color.WHITE, 14) if self.game_over: output = "Game Over" arcade.draw_text(output, self.view_left + 200, self.view_bottom + 200, arcade.color.WHITE, 30) def on_key_press(self, key, modifiers): """ Called whenever a key is pressed down. """ if key == arcade.key.UP: if self.physics_engine.can_jump(): self.player_sprite.change_y = JUMP_SPEED elif key == arcade.key.LEFT: self.player_sprite.change_x = -MOVEMENT_SPEED elif key == arcade.key.RIGHT: self.player_sprite.change_x = 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.RIGHT: self.player_sprite.change_x = 0 def update(self, delta_time): """ Movement and game logic """ if self.player_sprite.right >= self.end_of_map: self.game_over = True # Call update on all sprites (The sprites don't do much in this # example though.) if not self.game_over: self.physics_engine.update() # --- Manage Scrolling --- # Track if we need to change the viewport changed = False # Scroll left left_bndry = self.view_left + VIEWPORT_MARGIN if self.player_sprite.left < left_bndry: self.view_left -= int(left_bndry - self.player_sprite.left) changed = True # Scroll right right_bndry = self.view_left + SCREEN_WIDTH - RIGHT_MARGIN if self.player_sprite.right > right_bndry: self.view_left += int(self.player_sprite.right - right_bndry) changed = True # Scroll up top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN if self.player_sprite.top > top_bndry: self.view_bottom += int(self.player_sprite.top - top_bndry) changed = True # Scroll down bottom_bndry = self.view_bottom + VIEWPORT_MARGIN if self.player_sprite.bottom < bottom_bndry: self.view_bottom -= int(bottom_bndry - self.player_sprite.bottom) changed = True # If we need to scroll, go ahead and do it. if changed: arcade.set_viewport(self.view_left, SCREEN_WIDTH + self.view_left, self.view_bottom, SCREEN_HEIGHT + self.view_bottom) def main(): window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) window.start_new_game() arcade.run() if __name__ == "__main__": main()