318 lines
11 KiB
Python
318 lines
11 KiB
Python
"""
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This example procedurally develops a random cave based on cellular automata.
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For more information, see:
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https://gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664
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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.procedural_caves_cellular
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"""
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import random
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import arcade
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import timeit
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import os
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# Sprite scaling. Make this larger, like 0.5 to zoom in and add
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# 'mystery' to what you can see. Make it smaller, like 0.1 to see
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# more of the map.
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SPRITE_SCALING = 0.125
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SPRITE_SIZE = 128 * SPRITE_SCALING
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# How big the grid is
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GRID_WIDTH = 400
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GRID_HEIGHT = 300
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# Parameters for cellular automata
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CHANCE_TO_START_ALIVE = 0.4
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DEATH_LIMIT = 3
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BIRTH_LIMIT = 4
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NUMBER_OF_STEPS = 4
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# How fast the player moves
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MOVEMENT_SPEED = 5
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# How close the player can get to the edge before we scroll.
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VIEWPORT_MARGIN = 300
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# How big the window is
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WINDOW_WIDTH = 800
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WINDOW_HEIGHT = 600
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WINDOW_TITLE = "Procedural Caves Cellular Automata Example"
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# If true, rather than each block being a separate sprite, blocks on rows
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# will be merged into one sprite.
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MERGE_SPRITES = False
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def create_grid(width, height):
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""" Create a two-dimensional grid of specified size. """
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return [[0 for x in range(width)] for y in range(height)]
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def initialize_grid(grid):
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""" Randomly set grid locations to on/off based on chance. """
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height = len(grid)
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width = len(grid[0])
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for row in range(height):
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for column in range(width):
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if random.random() <= CHANCE_TO_START_ALIVE:
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grid[row][column] = 1
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def count_alive_neighbors(grid, x, y):
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""" Count neighbors that are alive. """
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height = len(grid)
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width = len(grid[0])
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alive_count = 0
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for i in range(-1, 2):
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for j in range(-1, 2):
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neighbor_x = x + i
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neighbor_y = y + j
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if i == 0 and j == 0:
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continue
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elif neighbor_x < 0 or neighbor_y < 0 or neighbor_y >= height or neighbor_x >= width:
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# Edges are considered alive. Makes map more likely to appear naturally closed.
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alive_count += 1
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elif grid[neighbor_y][neighbor_x] == 1:
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alive_count += 1
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return alive_count
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def do_simulation_step(old_grid):
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""" Run a step of the cellular automaton. """
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height = len(old_grid)
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width = len(old_grid[0])
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new_grid = create_grid(width, height)
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for x in range(width):
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for y in range(height):
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alive_neighbors = count_alive_neighbors(old_grid, x, y)
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if old_grid[y][x] == 1:
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if alive_neighbors < DEATH_LIMIT:
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new_grid[y][x] = 0
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else:
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new_grid[y][x] = 1
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else:
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if alive_neighbors > BIRTH_LIMIT:
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new_grid[y][x] = 1
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else:
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new_grid[y][x] = 0
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return new_grid
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class MyGame(arcade.Window):
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"""
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Main application class.
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"""
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def __init__(self):
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super().__init__(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, resizable=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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self.grid = None
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self.wall_list = None
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self.player_list = None
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self.player_sprite = None
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self.view_bottom = 0
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self.view_left = 0
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self.draw_time = 0
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self.physics_engine = None
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arcade.set_background_color(arcade.color.BLACK)
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def setup(self):
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self.wall_list = arcade.SpriteList(use_spatial_hash=True)
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self.player_list = arcade.SpriteList()
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# Create cave system using a 2D grid
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self.grid = create_grid(GRID_WIDTH, GRID_HEIGHT)
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initialize_grid(self.grid)
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for step in range(NUMBER_OF_STEPS):
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self.grid = do_simulation_step(self.grid)
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# Create sprites based on 2D grid
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if not MERGE_SPRITES:
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# This is the simple-to-understand method. Each grid location
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# is a sprite.
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for row in range(GRID_HEIGHT):
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for column in range(GRID_WIDTH):
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if self.grid[row][column] == 1:
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wall = arcade.Sprite("images/grassCenter.png", SPRITE_SCALING)
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wall.center_x = column * SPRITE_SIZE + SPRITE_SIZE / 2
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wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2
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self.wall_list.append(wall)
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else:
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# This uses new Arcade 1.3.1 features, that allow me to create a
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# larger sprite with a repeating texture. So if there are multiple
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# cells in a row with a wall, we merge them into one sprite, with a
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# repeating texture for each cell. This reduces our sprite count.
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for row in range(GRID_HEIGHT):
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column = 0
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while column < GRID_WIDTH:
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while column < GRID_WIDTH and self.grid[row][column] == 0:
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column += 1
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start_column = column
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while column < GRID_WIDTH and self.grid[row][column] == 1:
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column += 1
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end_column = column - 1
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column_count = end_column - start_column + 1
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column_mid = (start_column + end_column) / 2
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wall = arcade.Sprite("images/grassCenter.png", SPRITE_SCALING,
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repeat_count_x=column_count)
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wall.center_x = column_mid * SPRITE_SIZE + SPRITE_SIZE / 2
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wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2
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wall.width = SPRITE_SIZE * column_count
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self.wall_list.append(wall)
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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_list.append(self.player_sprite)
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# Randomly place the player. If we are in a wall, repeat until we aren't.
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placed = False
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while not placed:
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# Randomly position
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max_x = GRID_WIDTH * SPRITE_SIZE
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max_y = GRID_HEIGHT * SPRITE_SIZE
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self.player_sprite.center_x = random.randrange(max_x)
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self.player_sprite.center_y = random.randrange(max_y)
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# Are we in a wall?
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walls_hit = arcade.check_for_collision_with_list(self.player_sprite, self.wall_list)
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if len(walls_hit) == 0:
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# Not in a wall! Success!
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placed = True
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self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
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self.wall_list)
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def on_draw(self):
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""" Render the screen. """
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# Start timing how long this takes
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draw_start_time = timeit.default_timer()
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# This command should happen before we start drawing. It will clear
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# the screen to the background color, and erase what we drew last frame.
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arcade.start_render()
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# Draw the sprites
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self.wall_list.draw()
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self.player_list.draw()
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# Draw info on the screen
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sprite_count = len(self.wall_list)
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output = f"Sprite Count: {sprite_count}"
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arcade.draw_text(output,
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self.view_left + 20,
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self.height - 20 + self.view_bottom,
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arcade.color.WHITE, 16)
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output = f"Drawing time: {self.draw_time:.3f}"
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arcade.draw_text(output,
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self.view_left + 20,
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self.height - 40 + self.view_bottom,
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arcade.color.WHITE, 16)
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output = f"Processing time: {self.processing_time:.3f}"
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arcade.draw_text(output,
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self.view_left + 20,
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self.height - 60 + self.view_bottom,
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arcade.color.WHITE, 16)
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self.draw_time = timeit.default_timer() - draw_start_time
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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 on_resize(self, width, height):
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arcade.set_viewport(self.view_left,
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self.width + self.view_left,
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self.view_bottom,
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self.height + self.view_bottom)
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def update(self, delta_time):
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""" Movement and game logic """
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start_time = timeit.default_timer()
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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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# --- 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 + WINDOW_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 + WINDOW_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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arcade.set_viewport(self.view_left,
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self.width + self.view_left,
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self.view_bottom,
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self.height + self.view_bottom)
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# Save the time it took to do this.
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self.processing_time = timeit.default_timer() - start_time
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def main():
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game = MyGame()
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game.setup()
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arcade.run()
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if __name__ == "__main__":
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main()
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