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