243 lines
7.5 KiB
Python
243 lines
7.5 KiB
Python
"""
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Load a Tiled map file with Levels
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Artwork from: http://kenney.nl
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Tiled available from: http://www.mapeditor.org/
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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_tiled_map_with_levels
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"""
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import arcade
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import os
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import time
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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 = "Sprite Tiled Map with Levels Example"
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SPRITE_PIXEL_SIZE = 128
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GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * SPRITE_SCALING)
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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_TOP = 60
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VIEWPORT_MARGIN_BOTTOM = 60
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VIEWPORT_RIGHT_MARGIN = 270
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VIEWPORT_LEFT_MARGIN = 270
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# Physics
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MOVEMENT_SPEED = 5
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JUMP_SPEED = 23
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GRAVITY = 1.1
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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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super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_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.wall_list = None
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self.player_list = None
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self.coin_list = None
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# Set up the player
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self.score = 0
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self.player_sprite = None
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self.physics_engine = None
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self.view_left = 0
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self.view_bottom = 0
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self.game_over = False
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self.last_time = None
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self.frame_count = 0
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self.fps_message = None
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self.level = 1
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self.max_level = 2
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def setup(self):
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""" Set up the game and initialize the variables. """
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# Sprite lists
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self.player_list = arcade.SpriteList()
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self.coin_list = arcade.SpriteList()
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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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# Starting position of the player
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self.player_sprite.center_x = 64
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self.player_sprite.center_y = 64
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self.player_list.append(self.player_sprite)
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self.load_level(self.level)
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self.game_over = False
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def load_level(self, level):
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# Read in the tiled map
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my_map = arcade.tilemap.read_tmx(f"level_{level}.tmx")
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# --- Walls ---
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# Calculate the right edge of the my_map in pixels
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self.end_of_map = my_map.map_size.width * GRID_PIXEL_SIZE
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# Grab the layer of items we can't move through
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self.wall_list = arcade.tilemap.process_layer(my_map, 'Platforms', SPRITE_SCALING)
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self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite,
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self.wall_list,
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gravity_constant=GRAVITY)
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# --- Other stuff
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# Set the background color
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if my_map.background_color:
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arcade.set_background_color(my_map.background_color)
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# Set the view port boundaries
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# These numbers set where we have 'scrolled' to.
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self.view_left = 0
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self.view_bottom = 0
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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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self.frame_count += 1
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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 all the sprites.
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self.player_list.draw()
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self.wall_list.draw()
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self.coin_list.draw()
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if self.last_time and self.frame_count % 60 == 0:
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fps = 1.0 / (time.time() - self.last_time) * 60
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self.fps_message = f"FPS: {fps:5.0f}"
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if self.fps_message:
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arcade.draw_text(self.fps_message, self.view_left + 10, self.view_bottom + 40, arcade.color.BLACK, 14)
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if self.frame_count % 60 == 0:
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self.last_time = time.time()
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# Put the text on the screen.
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# Adjust the text position based on the view port so that we don't
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# scroll the text too.
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distance = self.player_sprite.right
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output = f"Distance: {distance}"
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arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20, arcade.color.BLACK, 14)
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if self.game_over:
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arcade.draw_text("Game Over", self.view_left + 200, self.view_bottom + 200, arcade.color.BLACK, 30)
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def on_key_press(self, key, modifiers):
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"""
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Called whenever the mouse moves.
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"""
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if key == arcade.key.UP:
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if self.physics_engine.can_jump():
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self.player_sprite.change_y = JUMP_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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"""
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Called when the user presses a mouse button.
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"""
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if 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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if self.player_sprite.right >= self.end_of_map:
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if self.level < self.max_level:
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self.level += 1
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self.load_level(self.level)
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self.player_sprite.center_x = 64
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self.player_sprite.center_y = 64
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self.player_sprite.change_x = 0
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self.player_sprite.change_y = 0
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else:
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self.game_over = True
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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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if not self.game_over:
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self.physics_engine.update()
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coins_hit = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list)
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for coin in coins_hit:
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coin.kill()
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self.score += 1
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# --- Manage Scrolling ---
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# Track if we need to change the view port
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changed = False
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# Scroll left
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left_bndry = self.view_left + VIEWPORT_LEFT_MARGIN
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if self.player_sprite.left < left_bndry:
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self.view_left -= left_bndry - self.player_sprite.left
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changed = True
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# Scroll right
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right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_RIGHT_MARGIN
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if self.player_sprite.right > right_bndry:
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self.view_left += self.player_sprite.right - right_bndry
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changed = True
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# Scroll up
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top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN_TOP
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if self.player_sprite.top > top_bndry:
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self.view_bottom += self.player_sprite.top - top_bndry
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changed = True
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# Scroll down
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bottom_bndry = self.view_bottom + VIEWPORT_MARGIN_BOTTOM
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if self.player_sprite.bottom < bottom_bndry:
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self.view_bottom -= bottom_bndry - self.player_sprite.bottom
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changed = True
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# If we need to scroll, go ahead and do it.
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if changed:
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self.view_left = int(self.view_left)
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self.view_bottom = int(self.view_bottom)
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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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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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