156 lines
4.3 KiB
Python
156 lines
4.3 KiB
Python
"""
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Better Move Sprite With Keyboard
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Simple program to show moving a sprite with the keyboard.
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This is slightly better than sprite_move_keyboard.py example
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in how it works, but also slightly more complex.
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Artwork from http://kenney.nl
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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_move_keyboard_better
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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 = "Better Move Sprite with Keyboard Example"
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MOVEMENT_SPEED = 5
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class Player(arcade.Sprite):
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def update(self):
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self.center_x += self.change_x
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self.center_y += self.change_y
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if self.left < 0:
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self.left = 0
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elif self.right > SCREEN_WIDTH - 1:
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self.right = SCREEN_WIDTH - 1
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if self.bottom < 0:
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self.bottom = 0
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elif self.top > SCREEN_HEIGHT - 1:
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self.top = SCREEN_HEIGHT - 1
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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, width, height, title):
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"""
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Initializer
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"""
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# Call the parent class initializer
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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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# Variables that will hold sprite lists
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self.player_list = None
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# Set up the player info
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self.player_sprite = None
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# Track the current state of what key is pressed
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self.left_pressed = False
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self.right_pressed = False
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self.up_pressed = False
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self.down_pressed = False
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# Set the background color
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arcade.set_background_color(arcade.color.AMAZON)
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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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# Set up the player
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self.player_sprite = Player("images/character.png", SPRITE_SCALING)
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self.player_sprite.center_x = 50
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self.player_sprite.center_y = 50
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self.player_list.append(self.player_sprite)
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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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def update(self, delta_time):
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""" Movement and game logic """
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# Calculate speed based on the keys pressed
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self.player_sprite.change_x = 0
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self.player_sprite.change_y = 0
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if self.up_pressed and not self.down_pressed:
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self.player_sprite.change_y = MOVEMENT_SPEED
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elif self.down_pressed and not self.up_pressed:
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self.player_sprite.change_y = -MOVEMENT_SPEED
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if self.left_pressed and not self.right_pressed:
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self.player_sprite.change_x = -MOVEMENT_SPEED
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elif self.right_pressed and not self.left_pressed:
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self.player_sprite.change_x = MOVEMENT_SPEED
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# Call update to move the sprite
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# If using a physics engine, call update on it instead of the sprite
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# list.
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self.player_list.update()
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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.up_pressed = True
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elif key == arcade.key.DOWN:
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self.down_pressed = True
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elif key == arcade.key.LEFT:
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self.left_pressed = True
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elif key == arcade.key.RIGHT:
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self.right_pressed = True
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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:
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self.up_pressed = False
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elif key == arcade.key.DOWN:
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self.down_pressed = False
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elif key == arcade.key.LEFT:
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self.left_pressed = False
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elif key == arcade.key.RIGHT:
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self.right_pressed = False
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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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