109 lines
3.7 KiB
Python
109 lines
3.7 KiB
Python
"""
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Use sprites to scroll around a large screen.
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Simple program to show basic sprite usage.
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Artwork from http://kenney.nl
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If Python and Arcade are installed, this example can be run from the command line with:
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python -m arcade.examples.full_screen_example
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"""
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import arcade
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import os
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SPRITE_SCALING = 0.5
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SCREEN_WIDTH = 800
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SCREEN_HEIGHT = 600
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SCREEN_TITLE = "Full Screen Example"
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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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VIEWPORT_MARGIN = 40
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MOVEMENT_SPEED = 5
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class MyGame(arcade.Window):
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""" Main application class. """
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def __init__(self):
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"""
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Initializer
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"""
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# Open a window in full screen mode. Remove fullscreen=True if
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# you don't want to start this way.
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super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE, fullscreen=True)
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# Set the working directory (where we expect to find files) to the same
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# directory this .py file is in. You can leave this out of your own
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# code, but it is needed to easily run the examples using "python -m"
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# as mentioned at the top of this program.
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file_path = os.path.dirname(os.path.abspath(__file__))
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os.chdir(file_path)
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# This will get the size of the window, and set the viewport to match.
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# So if the window is 1000x1000, then so will our viewport. If
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# you want something different, then use those coordinates instead.
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width, height = self.get_size()
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self.set_viewport(0, width, 0, height)
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arcade.set_background_color(arcade.color.AMAZON)
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self.example_image = arcade.load_texture("images/boxCrate_double.png")
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def on_draw(self):
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"""
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Render the screen.
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"""
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arcade.start_render()
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# Get viewport dimensions
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left, screen_width, bottom, screen_height = self.get_viewport()
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text_size = 18
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# Draw text on the screen so the user has an idea of what is happening
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arcade.draw_text("Press F to toggle between full screen and windowed mode, unstretched.",
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screen_width // 2, screen_height // 2 - 20,
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arcade.color.WHITE, text_size, anchor_x="center")
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arcade.draw_text("Press S to toggle between full screen and windowed mode, stretched.",
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screen_width // 2, screen_height // 2 + 20,
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arcade.color.WHITE, text_size, anchor_x="center")
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# Draw some boxes on the bottom so we can see how they change
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for x in range(64, 800, 128):
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y = 64
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width = 128
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height = 128
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arcade.draw_texture_rectangle(x, y, width, height, self.example_image)
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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.F:
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# User hits f. Flip between full and not full screen.
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self.set_fullscreen(not self.fullscreen)
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# Get the window coordinates. Match viewport to window coordinates
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# so there is a one-to-one mapping.
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width, height = self.get_size()
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self.set_viewport(0, width, 0, height)
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if key == arcade.key.S:
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# User hits s. Flip between full and not full screen.
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self.set_fullscreen(not self.fullscreen)
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# Instead of a one-to-one mapping, stretch/squash window to match the
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# constants. This does NOT respect aspect ratio. You'd need to
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# do a bit of math for that.
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self.set_viewport(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT)
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def main():
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""" Main method """
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MyGame()
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arcade.run()
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if __name__ == "__main__":
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main()
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