""" Show how to do enemies in a platformer Artwork from: http://kenney.nl Tiled available from: http://www.mapeditor.org/ If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.sprite_enemies_in_platformer """ import arcade import os SPRITE_SCALING = 0.5 SPRITE_NATIVE_SIZE = 128 SPRITE_SIZE = int(SPRITE_NATIVE_SIZE * SPRITE_SCALING) SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Sprite Enemies in a Platformer Example" # 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 class MyGame(arcade.Window): """ Main application class. """ def __init__(self): """ 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) # Sprite lists self.wall_list = None self.enemy_list = None self.player_list = None # Set up the player self.player_sprite = None self.physics_engine = None self.view_left = 0 self.view_bottom = 0 self.game_over = False def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.wall_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList() self.player_list = arcade.SpriteList() # Draw the walls on the bottom for x in range(0, SCREEN_WIDTH, SPRITE_SIZE): wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING) wall.bottom = 0 wall.left = x self.wall_list.append(wall) # Draw the platform for x in range(SPRITE_SIZE * 3, SPRITE_SIZE * 8, SPRITE_SIZE): wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING) wall.bottom = SPRITE_SIZE * 3 wall.left = x self.wall_list.append(wall) # Draw the crates for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 5): wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING) wall.bottom = SPRITE_SIZE wall.left = x self.wall_list.append(wall) # -- Draw an enemy on the ground enemy = arcade.Sprite("images/wormGreen.png", SPRITE_SCALING) enemy.bottom = SPRITE_SIZE enemy.left = SPRITE_SIZE * 2 # Set enemy initial speed enemy.change_x = 2 self.enemy_list.append(enemy) # -- Draw a enemy on the platform enemy = arcade.Sprite("images/wormGreen.png", SPRITE_SCALING) enemy.bottom = SPRITE_SIZE * 4 enemy.left = SPRITE_SIZE * 4 # Set boundaries on the left/right the enemy can't cross enemy.boundary_right = SPRITE_SIZE * 8 enemy.boundary_left = SPRITE_SIZE * 3 enemy.change_x = 2 self.enemy_list.append(enemy) # -- Set up the player self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING) self.player_list.append(self.player_sprite) # Starting position of the player self.player_sprite.center_x = 64 self.player_sprite.center_y = 270 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) def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing arcade.start_render() # Draw all the sprites. self.player_list.draw() self.wall_list.draw() self.enemy_list.draw() def on_key_press(self, key, modifiers): """ Called whenever the mouse moves. """ 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 presses a mouse button. """ 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 """ # Update the player based on the physics engine if not self.game_over: # Move the enemies self.enemy_list.update() # Check each enemy for enemy in self.enemy_list: # If the enemy hit a wall, reverse if len(arcade.check_for_collision_with_list(enemy, self.wall_list)) > 0: enemy.change_x *= -1 # If the enemy hit the left boundary, reverse elif enemy.boundary_left is not None and enemy.left < enemy.boundary_left: enemy.change_x *= -1 # If the enemy hit the right boundary, reverse elif enemy.boundary_right is not None and enemy.right > enemy.boundary_right: enemy.change_x *= -1 # Update the player using the physics engine self.physics_engine.update() # See if the player hit a worm. If so, game over. if len(arcade.check_for_collision_with_list(self.player_sprite, self.enemy_list)) > 0: self.game_over = True def main(): window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main()