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