TetrArcade/arcade/examples/isometric_example.py

194 lines
6.4 KiB
Python

"""
Example of displaying an isometric map.
Isometric map created with Tiled Map Editor: https://www.mapeditor.org/
Tiles by Kenney: http://kenney.nl/assets/isometric-dungeon-tiles
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.isometric_example
"""
import arcade
import os
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Isometric Example"
# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
VIEWPORT_MARGIN = 200
MOVEMENT_SPEED = 5
def read_sprite_list(grid, sprite_list):
for row in grid:
for grid_location in row:
if grid_location.tile is not None:
tile_sprite = arcade.Sprite(grid_location.tile.source, SPRITE_SCALING)
tile_sprite.center_x = grid_location.center_x * SPRITE_SCALING
tile_sprite.center_y = grid_location.center_y * SPRITE_SCALING
# print(f"{grid_location.tile.source} -- ({tile_sprite.center_x:4}, {tile_sprite.center_y:4})")
sprite_list.append(tile_sprite)
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self, width, height, title):
"""
Initializer
"""
super().__init__(width, height, title)
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# Sprite lists
self.all_sprites_list = None
# Set up the player
self.player_sprite = None
self.wall_list = None
self.floor_list = None
self.objects_list = None
self.player_list = None
self.view_bottom = 0
self.view_left = 0
self.my_map = None
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
self.floor_list = arcade.SpriteList()
self.objects_list = arcade.SpriteList()
self.my_map = arcade.read_tiled_map('dungeon.tmx', SPRITE_SCALING)
# Set up the player
self.player_sprite = arcade.Sprite("images/character.png", 0.4)
px, py = arcade.isometric_grid_to_screen(self.my_map.width // 2,
self.my_map.height // 2,
self.my_map.width,
self.my_map.height,
self.my_map.tilewidth,
self.my_map.tileheight)
self.player_sprite.center_x = px * SPRITE_SCALING
self.player_sprite.center_y = py * SPRITE_SCALING
self.player_list.append(self.player_sprite)
read_sprite_list(self.my_map.layers["Floor"], self.floor_list)
read_sprite_list(self.my_map.layers["Walls"], self.wall_list)
read_sprite_list(self.my_map.layers["Furniture"], self.wall_list)
# Set the background color
if self.my_map.backgroundcolor is None:
arcade.set_background_color(arcade.color.BLACK)
else:
arcade.set_background_color(self.my_map.backgroundcolor)
# Set the viewport boundaries
# These numbers set where we have 'scrolled' to.
self.view_left = 0
self.view_bottom = 0
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
# Draw all the sprites.
self.floor_list.draw()
self.player_list.draw()
self.wall_list.draw()
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
if key == arcade.key.UP:
self.player_sprite.change_y = MOVEMENT_SPEED
elif key == arcade.key.DOWN:
self.player_sprite.change_y = -MOVEMENT_SPEED
elif key == arcade.key.LEFT:
self.player_sprite.change_x = -MOVEMENT_SPEED
elif key == arcade.key.RIGHT:
self.player_sprite.change_x = MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """
if key == arcade.key.UP or key == arcade.key.DOWN:
self.player_sprite.change_y = 0
elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
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.player_sprite.update()
# --- Manage Scrolling ---
# Track if we need to change the viewport
changed = False
# Scroll left
left_bndry = self.view_left + VIEWPORT_MARGIN
if self.player_sprite.left < left_bndry:
self.view_left -= left_bndry - self.player_sprite.left
changed = True
# Scroll right
right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_MARGIN
if self.player_sprite.right > right_bndry:
self.view_left += self.player_sprite.right - right_bndry
changed = True
# Scroll up
top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN
if self.player_sprite.top > top_bndry:
self.view_bottom += self.player_sprite.top - top_bndry
changed = True
# Scroll down
bottom_bndry = self.view_bottom + VIEWPORT_MARGIN
if self.player_sprite.bottom < bottom_bndry:
self.view_bottom -= bottom_bndry - self.player_sprite.bottom
changed = True
if changed:
self.view_left = int(self.view_left)
self.view_bottom = int(self.view_bottom)
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(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()