307 lines
10 KiB
Python

"""
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
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * TILE_SCALING)
# Movement speed of player, in pixels per frame
PLAYER_MOVEMENT_SPEED = 10
GRAVITY = 1
PLAYER_JUMP_SPEED = 20
# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
LEFT_VIEWPORT_MARGIN = 200
RIGHT_VIEWPORT_MARGIN = 200
BOTTOM_VIEWPORT_MARGIN = 150
TOP_VIEWPORT_MARGIN = 100
PLAYER_START_X = 64
PLAYER_START_Y = 225
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.foreground_list = None
self.background_list = None
self.dont_touch_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
# Keep track of the score
self.score = 0
# Where is the right edge of the map?
self.end_of_map = 0
# Level
self.level = 1
# Load sounds
self.collect_coin_sound = arcade.load_sound("sounds/coin1.wav")
self.jump_sound = arcade.load_sound("sounds/jump1.wav")
self.game_over = arcade.load_sound("sounds/gameover1.wav")
def setup(self, level):
""" 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
# Keep track of the score
self.score = 0
# Create the Sprite lists
self.player_list = arcade.SpriteList()
self.foreground_list = arcade.SpriteList()
self.background_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 = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
self.player_list.append(self.player_sprite)
# --- Load in a map from the tiled editor ---
# Name of the layer in the file that has our platforms/walls
platforms_layer_name = 'Platforms'
# Name of the layer that has items for pick-up
coins_layer_name = 'Coins'
# Name of the layer that has items for foreground
foreground_layer_name = 'Foreground'
# Name of the layer that has items for background
background_layer_name = 'Background'
# Name of the layer that has items we shouldn't touch
dont_touch_layer_name = "Don't Touch"
# Map name
map_name = f"map2_level_{level}.tmx"
# Read in the tiled map
my_map = arcade.tilemap.read_tmx(map_name)
# Calculate the right edge of the my_map in pixels
self.end_of_map = my_map.map_size.width * GRID_PIXEL_SIZE
# -- Background
self.background_list = arcade.tilemap.process_layer(my_map,
background_layer_name,
TILE_SCALING)
# -- Foreground
self.foreground_list = arcade.tilemap.process_layer(my_map,
foreground_layer_name,
TILE_SCALING)
# -- Platforms
self.wall_list = arcade.tilemap.process_layer(my_map,
platforms_layer_name,
TILE_SCALING)
# -- Coins
self.coin_list = arcade.tilemap.process_layer(my_map,
coins_layer_name,
TILE_SCALING)
# -- Don't Touch Layer
self.dont_touch_list = arcade.tilemap.process_layer(my_map,
dont_touch_layer_name,
TILE_SCALING)
# --- Other stuff
# Set the background color
if my_map.background_color:
arcade.set_background_color(my_map.background_color)
# 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.background_list.draw()
self.wall_list.draw()
self.coin_list.draw()
self.dont_touch_list.draw()
self.player_list.draw()
self.foreground_list.draw()
# Draw our score on the screen, scrolling it with the viewport
score_text = f"Score: {self.score}"
arcade.draw_text(score_text, 10 + self.view_left, 10 + self.view_bottom,
arcade.csscolor.BLACK, 18)
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
arcade.play_sound(self.jump_sound)
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()
# See if we hit any coins
coin_hit_list = arcade.check_for_collision_with_list(self.player_sprite,
self.coin_list)
# Loop through each coin we hit (if any) and remove it
for coin in coin_hit_list:
# Remove the coin
coin.remove_from_sprite_lists()
# Play a sound
arcade.play_sound(self.collect_coin_sound)
# Add one to the score
self.score += 1
# Track if we need to change the viewport
changed_viewport = False
# Did the player fall off the map?
if self.player_sprite.center_y < -100:
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
# Set the camera to the start
self.view_left = 0
self.view_bottom = 0
changed_viewport = True
arcade.play_sound(self.game_over)
# Did the player touch something they should not?
if arcade.check_for_collision_with_list(self.player_sprite,
self.dont_touch_list):
self.player_sprite.change_x = 0
self.player_sprite.change_y = 0
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
# Set the camera to the start
self.view_left = 0
self.view_bottom = 0
changed_viewport = True
arcade.play_sound(self.game_over)
# See if the user got to the end of the level
if self.player_sprite.center_x >= self.end_of_map:
# Advance to the next level
self.level += 1
# Load the next level
self.setup(self.level)
# Set the camera to the start
self.view_left = 0
self.view_bottom = 0
changed_viewport = True
# --- Manage Scrolling ---
# 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_viewport = 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_viewport = 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_viewport = 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_viewport = True
if changed_viewport:
# 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(window.level)
arcade.run()
if __name__ == "__main__":
main()