194 lines
6.4 KiB
Python
194 lines
6.4 KiB
Python
"""
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Example of displaying an isometric map.
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Isometric map created with Tiled Map Editor: https://www.mapeditor.org/
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Tiles by Kenney: http://kenney.nl/assets/isometric-dungeon-tiles
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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.isometric_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 = "Isometric 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 = 200
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MOVEMENT_SPEED = 5
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def read_sprite_list(grid, sprite_list):
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for row in grid:
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for grid_location in row:
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if grid_location.tile is not None:
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tile_sprite = arcade.Sprite(grid_location.tile.source, SPRITE_SCALING)
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tile_sprite.center_x = grid_location.center_x * SPRITE_SCALING
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tile_sprite.center_y = grid_location.center_y * SPRITE_SCALING
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# print(f"{grid_location.tile.source} -- ({tile_sprite.center_x:4}, {tile_sprite.center_y:4})")
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sprite_list.append(tile_sprite)
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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.all_sprites_list = None
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# Set up the player
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self.player_sprite = None
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self.wall_list = None
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self.floor_list = None
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self.objects_list = None
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self.player_list = None
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self.view_bottom = 0
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self.view_left = 0
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self.my_map = None
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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.wall_list = arcade.SpriteList()
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self.floor_list = arcade.SpriteList()
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self.objects_list = arcade.SpriteList()
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self.my_map = arcade.read_tiled_map('dungeon.tmx', SPRITE_SCALING)
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# Set up the player
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self.player_sprite = arcade.Sprite("images/character.png", 0.4)
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px, py = arcade.isometric_grid_to_screen(self.my_map.width // 2,
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self.my_map.height // 2,
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self.my_map.width,
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self.my_map.height,
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self.my_map.tilewidth,
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self.my_map.tileheight)
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self.player_sprite.center_x = px * SPRITE_SCALING
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self.player_sprite.center_y = py * SPRITE_SCALING
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self.player_list.append(self.player_sprite)
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read_sprite_list(self.my_map.layers["Floor"], self.floor_list)
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read_sprite_list(self.my_map.layers["Walls"], self.wall_list)
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read_sprite_list(self.my_map.layers["Furniture"], self.wall_list)
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# Set the background color
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if self.my_map.backgroundcolor is None:
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arcade.set_background_color(arcade.color.BLACK)
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else:
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arcade.set_background_color(self.my_map.backgroundcolor)
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# Set the viewport 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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# 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.floor_list.draw()
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self.player_list.draw()
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self.wall_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.player_sprite.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_bndry = self.view_left + VIEWPORT_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_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
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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
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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 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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""" 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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