235 lines
7.2 KiB
Python
235 lines
7.2 KiB
Python
"""
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Load a map stored in csv format, as exported by the program 'Tiled.'
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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_csv_map
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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 = "Sprite CSV Map 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 = 40
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RIGHT_MARGIN = 150
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# Physics
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MOVEMENT_SPEED = 5
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JUMP_SPEED = 14
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GRAVITY = 0.5
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def get_map(filename):
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"""
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This function loads an array based on a map stored as a list of
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numbers separated by commas.
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"""
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map_file = open(filename)
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map_array = []
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for line in map_file:
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line = line.strip()
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map_row = line.split(",")
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for index, item in enumerate(map_row):
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map_row[index] = int(item)
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map_array.append(map_row)
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return map_array
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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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# Set up the player
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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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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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# 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 = 270
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self.player_list.append(self.player_sprite)
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# Get a 2D array made of numbers based on the map
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map_array = get_map("map.csv")
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# Right edge of the map in pixels
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self.end_of_map = len(map_array[0]) * GRID_PIXEL_SIZE
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for row_index, row in enumerate(map_array):
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for column_index, item in enumerate(row):
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# For this map, the numbers represent:
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# -1 = empty
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# 0 = box
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# 1 = grass left edge
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# 2 = grass middle
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# 3 = grass right edge
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if item == -1:
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continue
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elif item == 0:
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wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
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elif item == 1:
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wall = arcade.Sprite("images/grassLeft.png", SPRITE_SCALING)
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elif item == 2:
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wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
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elif item == 3:
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wall = arcade.Sprite("images/grassRight.png", SPRITE_SCALING)
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wall.right = column_index * 64
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wall.top = (7 - row_index) * 64
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self.wall_list.append(wall)
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self.physics_engine = \
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arcade.PhysicsEnginePlatformer(self.player_sprite,
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self.wall_list,
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gravity_constant=GRAVITY)
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# Set the background color
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arcade.set_background_color(arcade.color.AMAZON)
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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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self.game_over = False
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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.player_list.draw()
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self.wall_list.draw()
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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.WHITE, 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.WHITE, 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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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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# --- 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_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 - 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
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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 we need to scroll, go ahead and do it.
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if changed:
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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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