TetrArcade/arcade/examples/sprite_properties.py

136 lines
4.4 KiB
Python

"""
Sprites with Properties Example
Simple program to show how to store properties on sprites.
Artwork from http://kenney.nl
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_properties
"""
import arcade
import os
# --- Constants ---
SPRITE_SCALING_PLAYER = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprites with Properties Example"
class MyGame(arcade.Window):
""" Our custom Window Class"""
def __init__(self):
""" Initializer """
# Call the parent class initializer
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_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)
# Variables that will hold sprite lists
self.player_list = None
self.coin_list = None
# Set up the player info
self.player_sprite = None
# Set up sprite that will serve as trigger
self.trigger_sprite = None
# Don't show the mouse cursor
self.set_mouse_visible(False)
arcade.set_background_color(arcade.color.AMAZON)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
# Set up the player
# Character image from kenney.nl
self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING_PLAYER)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 150
self.player_list.append(self.player_sprite)
# Create the sprites
for x in range(100, 800, 100):
coin = arcade.Sprite("images/coin_01.png", scale=0.3, center_x=x, center_y=400)
coin.intensity = 'dim'
coin.alpha = 64
self.coin_list.append(coin)
# Create trigger
self.trigger_sprite = arcade.Sprite("images/bumper.png", scale=0.5, center_x=750, center_y=50)
def on_draw(self):
""" Draw everything """
arcade.start_render()
self.coin_list.draw()
self.trigger_sprite.draw()
self.player_list.draw()
# Put the instructions on the screen.
instructions1 = "Touch a coin to set its intensity property to 'bright'."
arcade.draw_text(instructions1, 10, 90, arcade.color.WHITE, 14)
instructions2 = "Touch the trigger at the bottom-right to destroy all 'bright' sprites."
arcade.draw_text(instructions2, 10, 70, arcade.color.WHITE, 14)
# Query the property on the coins and show results.
coins_are_bright = [coin.intensity == 'bright' for coin in self.coin_list]
output_any = f"Any sprites have intensity=bright? : {any(coins_are_bright)}"
arcade.draw_text(output_any, 10, 40, arcade.color.WHITE, 14)
output_all = f"All sprites have intensity=bright? : {all(coins_are_bright)}"
arcade.draw_text(output_all, 10, 20, arcade.color.WHITE, 14)
def on_mouse_motion(self, x, y, dx, dy):
""" Handle Mouse Motion """
# Move the center of the player sprite to match the mouse x, y
self.player_sprite.center_x = x
self.player_sprite.center_y = y
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.coin_list.update()
# Generate a list of all sprites that collided with the player.
coins_hit_list = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list)
# Loop through each colliding sprite to set intensity=bright
for coin in coins_hit_list:
coin.intensity = 'bright'
coin.alpha = 255
hit_trigger = arcade.check_for_collision(self.player_sprite, self.trigger_sprite)
if hit_trigger:
intense_sprites = [sprite for sprite in self.coin_list if sprite.intensity == 'bright']
for coin in intense_sprites:
coin.kill()
def main():
""" Main method """
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()