""" Load a Tiled map file 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_tiled_map """ import arcade import os import time SPRITE_SCALING = 0.5 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Sprite Tiled Map 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_TOP = 60 VIEWPORT_MARGIN_BOTTOM = 60 VIEWPORT_RIGHT_MARGIN = 270 VIEWPORT_LEFT_MARGIN = 270 # Physics MOVEMENT_SPEED = 5 JUMP_SPEED = 23 GRAVITY = 1.1 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.player_list = None self.coin_list = None # Set up the player self.score = 0 self.player_sprite = None self.physics_engine = None self.view_left = 0 self.view_bottom = 0 self.game_over = False self.last_time = None self.frame_count = 0 self.fps_message = None def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() # Set up the player self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING) # Starting position of the player self.player_sprite.center_x = 64 self.player_sprite.center_y = 270 self.player_list.append(self.player_sprite) platforms_layer_name = 'Platforms' coins_layer_name = 'Coins' map_name = "map.tmx" # Read in the tiled map my_map = arcade.read_tiled_map(map_name, SPRITE_SCALING) # --- Walls --- # Grab the layer of items we can't move through map_array = my_map.layers_int_data[platforms_layer_name] # Calculate the right edge of the my_map in pixels self.end_of_map = len(map_array[0]) * GRID_PIXEL_SIZE # --- Platforms --- self.wall_list = arcade.generate_sprites(my_map, platforms_layer_name, SPRITE_SCALING) # --- Coins --- self.coin_list = arcade.generate_sprites(my_map, coins_layer_name, SPRITE_SCALING) # --- Other stuff # Set the background color if my_map.backgroundcolor: arcade.set_background_color(my_map.backgroundcolor) # Keep player from running through the wall_list layer self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite, self.wall_list, gravity_constant=GRAVITY) # Set the view port 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. """ self.frame_count += 1 # 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.coin_list.draw() if self.last_time and self.frame_count % 60 == 0: fps = 1.0 / (time.time() - self.last_time) * 60 self.fps_message = f"FPS: {fps:5.0f}" if self.fps_message: arcade.draw_text(self.fps_message, self.view_left + 10, self.view_bottom + 40, arcade.color.BLACK, 14) if self.frame_count % 60 == 0: self.last_time = time.time() # Put the text on the screen. # Adjust the text position based on the view port so that we don't # scroll the text too. distance = self.player_sprite.right output = f"Distance: {distance}" arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20, arcade.color.BLACK, 14) if self.game_over: arcade.draw_text("Game Over", self.view_left + 200, self.view_bottom + 200, arcade.color.BLACK, 30) 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 """ 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() coins_hit = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list) for coin in coins_hit: coin.kill() self.score += 1 # --- Manage Scrolling --- # Track if we need to change the view port changed = False # Scroll left left_bndry = self.view_left + VIEWPORT_LEFT_MARGIN if self.player_sprite.left < left_bndry: self.view_left -= left_bndry - self.player_sprite.left changed = True # Scroll right right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_RIGHT_MARGIN if self.player_sprite.right > right_bndry: self.view_left += self.player_sprite.right - right_bndry changed = True # Scroll up top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN_TOP if self.player_sprite.top > top_bndry: self.view_bottom += self.player_sprite.top - top_bndry changed = True # Scroll down bottom_bndry = self.view_bottom + VIEWPORT_MARGIN_BOTTOM if self.player_sprite.bottom < bottom_bndry: self.view_bottom -= bottom_bndry - self.player_sprite.bottom changed = True # If we need to scroll, go ahead and do it. if changed: self.view_left = int(self.view_left) self.view_bottom = int(self.view_bottom) arcade.set_viewport(self.view_left, SCREEN_WIDTH + self.view_left, self.view_bottom, SCREEN_HEIGHT + self.view_bottom) def main(): window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main()