246 lines
8.0 KiB
Python
246 lines
8.0 KiB
Python
"""
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Sprite move between different rooms.
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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.sprite_rooms
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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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SPRITE_NATIVE_SIZE = 128
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SPRITE_SIZE = int(SPRITE_NATIVE_SIZE * SPRITE_SCALING)
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SCREEN_WIDTH = SPRITE_SIZE * 14
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SCREEN_HEIGHT = SPRITE_SIZE * 10
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SCREEN_TITLE = "Sprite Rooms Example"
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MOVEMENT_SPEED = 5
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class Room:
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"""
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This class holds all the information about the
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different rooms.
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"""
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def __init__(self):
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# You may want many lists. Lists for coins, monsters, etc.
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self.wall_list = None
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# This holds the background images. If you don't want changing
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# background images, you can delete this part.
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self.background = None
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def setup_room_1():
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"""
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Create and return room 1.
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If your program gets large, you may want to separate this into different
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files.
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"""
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room = Room()
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""" Set up the game and initialize the variables. """
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# Sprite lists
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room.wall_list = arcade.SpriteList()
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# -- Set up the walls
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# Create bottom and top row of boxes
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# This y loops a list of two, the coordinate 0, and just under the top of window
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for y in (0, SCREEN_HEIGHT - SPRITE_SIZE):
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# Loop for each box going across
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for x in range(0, SCREEN_WIDTH, SPRITE_SIZE):
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wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
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wall.left = x
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wall.bottom = y
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room.wall_list.append(wall)
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# Create left and right column of boxes
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for x in (0, SCREEN_WIDTH - SPRITE_SIZE):
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# Loop for each box going across
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for y in range(SPRITE_SIZE, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE):
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# Skip making a block 4 and 5 blocks up on the right side
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if (y != SPRITE_SIZE * 4 and y != SPRITE_SIZE * 5) or x == 0:
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wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
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wall.left = x
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wall.bottom = y
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room.wall_list.append(wall)
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wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
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wall.left = 7 * SPRITE_SIZE
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wall.bottom = 5 * SPRITE_SIZE
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room.wall_list.append(wall)
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# If you want coins or monsters in a level, then add that code here.
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# Load the background image for this level.
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room.background = arcade.load_texture("images/background.jpg")
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return room
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def setup_room_2():
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"""
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Create and return room 2.
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"""
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room = Room()
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""" Set up the game and initialize the variables. """
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# Sprite lists
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room.wall_list = arcade.SpriteList()
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# -- Set up the walls
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# Create bottom and top row of boxes
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# This y loops a list of two, the coordinate 0, and just under the top of window
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for y in (0, SCREEN_HEIGHT - SPRITE_SIZE):
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# Loop for each box going across
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for x in range(0, SCREEN_WIDTH, SPRITE_SIZE):
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wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
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wall.left = x
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wall.bottom = y
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room.wall_list.append(wall)
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# Create left and right column of boxes
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for x in (0, SCREEN_WIDTH - SPRITE_SIZE):
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# Loop for each box going across
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for y in range(SPRITE_SIZE, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE):
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# Skip making a block 4 and 5 blocks up
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if (y != SPRITE_SIZE * 4 and y != SPRITE_SIZE * 5) or x != 0:
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wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
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wall.left = x
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wall.bottom = y
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room.wall_list.append(wall)
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wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
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wall.left = 5 * SPRITE_SIZE
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wall.bottom = 6 * SPRITE_SIZE
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room.wall_list.append(wall)
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room.background = arcade.load_texture("images/background_2.jpg")
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return room
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class MyGame(arcade.Window):
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""" Main application class. """
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def __init__(self, width, height, title):
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"""
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Initializer
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"""
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super().__init__(width, height, title)
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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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# Sprite lists
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self.current_room = 0
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# Set up the player
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self.rooms = None
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self.player_sprite = None
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self.player_list = None
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self.physics_engine = None
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def setup(self):
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""" Set up the game and initialize the variables. """
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# Set up the player
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self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING)
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self.player_sprite.center_x = 100
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self.player_sprite.center_y = 100
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self.player_list = arcade.SpriteList()
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self.player_list.append(self.player_sprite)
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# Our list of rooms
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self.rooms = []
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# Create the rooms. Extend the pattern for each room.
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room = setup_room_1()
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self.rooms.append(room)
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room = setup_room_2()
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self.rooms.append(room)
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# Our starting room number
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self.current_room = 0
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# Create a physics engine for this room
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self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.rooms[self.current_room].wall_list)
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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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# This command has to happen before we start drawing
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arcade.start_render()
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# Draw the background texture
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arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
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SCREEN_WIDTH, SCREEN_HEIGHT, self.rooms[self.current_room].background)
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# Draw all the walls in this room
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self.rooms[self.current_room].wall_list.draw()
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# If you have coins or monsters, then copy and modify the line
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# above for each list.
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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:
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self.player_sprite.change_y = MOVEMENT_SPEED
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elif key == arcade.key.DOWN:
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self.player_sprite.change_y = -MOVEMENT_SPEED
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elif key == arcade.key.LEFT:
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self.player_sprite.change_x = -MOVEMENT_SPEED
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elif key == arcade.key.RIGHT:
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self.player_sprite.change_x = 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.UP or key == arcade.key.DOWN:
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self.player_sprite.change_y = 0
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elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
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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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# Do some logic here to figure out what room we are in, and if we need to go
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# to a different room.
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if self.player_sprite.center_x > SCREEN_WIDTH and self.current_room == 0:
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self.current_room = 1
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self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
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self.rooms[self.current_room].wall_list)
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self.player_sprite.center_x = 0
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elif self.player_sprite.center_x < 0 and self.current_room == 1:
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self.current_room = 0
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self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
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self.rooms[self.current_room].wall_list)
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self.player_sprite.center_x = SCREEN_WIDTH
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def main():
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""" Main method """
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window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
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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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