TetrArcade/arcade/examples/sprite_tiled_map.py

239 lines
7.4 KiB
Python

"""
Load a Tiled map file
Artwork from: http://kenney.nl
Tiled available from: http://www.mapeditor.org/
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_tiled_map
"""
import arcade
import os
import time
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprite Tiled Map Example"
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * SPRITE_SCALING)
# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
VIEWPORT_MARGIN_TOP = 60
VIEWPORT_MARGIN_BOTTOM = 60
VIEWPORT_RIGHT_MARGIN = 270
VIEWPORT_LEFT_MARGIN = 270
# Physics
MOVEMENT_SPEED = 5
JUMP_SPEED = 23
GRAVITY = 1.1
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
"""
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)
# Sprite lists
self.wall_list = None
self.player_list = None
self.coin_list = None
# Set up the player
self.score = 0
self.player_sprite = None
self.physics_engine = None
self.view_left = 0
self.view_bottom = 0
self.game_over = False
self.last_time = None
self.frame_count = 0
self.fps_message = None
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
self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING)
# Starting position of the player
self.player_sprite.center_x = 64
self.player_sprite.center_y = 270
self.player_list.append(self.player_sprite)
platforms_layer_name = 'Platforms'
coins_layer_name = 'Coins'
map_name = "map.tmx"
# Read in the tiled map
my_map = arcade.read_tiled_map(map_name, SPRITE_SCALING)
# --- Walls ---
# Grab the layer of items we can't move through
map_array = my_map.layers_int_data[platforms_layer_name]
# Calculate the right edge of the my_map in pixels
self.end_of_map = len(map_array[0]) * GRID_PIXEL_SIZE
# --- Platforms ---
self.wall_list = arcade.generate_sprites(my_map, platforms_layer_name, SPRITE_SCALING)
# --- Coins ---
self.coin_list = arcade.generate_sprites(my_map, coins_layer_name, SPRITE_SCALING)
# --- Other stuff
# Set the background color
if my_map.backgroundcolor:
arcade.set_background_color(my_map.backgroundcolor)
# Keep player from running through the wall_list layer
self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite,
self.wall_list,
gravity_constant=GRAVITY)
# Set the view port boundaries
# These numbers set where we have 'scrolled' to.
self.view_left = 0
self.view_bottom = 0
self.game_over = False
def on_draw(self):
"""
Render the screen.
"""
self.frame_count += 1
# This command has to happen before we start drawing
arcade.start_render()
# Draw all the sprites.
self.player_list.draw()
self.wall_list.draw()
self.coin_list.draw()
if self.last_time and self.frame_count % 60 == 0:
fps = 1.0 / (time.time() - self.last_time) * 60
self.fps_message = f"FPS: {fps:5.0f}"
if self.fps_message:
arcade.draw_text(self.fps_message, self.view_left + 10, self.view_bottom + 40, arcade.color.BLACK, 14)
if self.frame_count % 60 == 0:
self.last_time = time.time()
# Put the text on the screen.
# Adjust the text position based on the view port so that we don't
# scroll the text too.
distance = self.player_sprite.right
output = f"Distance: {distance}"
arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20, arcade.color.BLACK, 14)
if self.game_over:
arcade.draw_text("Game Over", self.view_left + 200, self.view_bottom + 200, arcade.color.BLACK, 30)
def on_key_press(self, key, modifiers):
"""
Called whenever the mouse moves.
"""
if key == arcade.key.UP:
if self.physics_engine.can_jump():
self.player_sprite.change_y = JUMP_SPEED
elif key == arcade.key.LEFT:
self.player_sprite.change_x = -MOVEMENT_SPEED
elif key == arcade.key.RIGHT:
self.player_sprite.change_x = MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""
Called when the user presses a mouse button.
"""
if key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player_sprite.change_x = 0
def update(self, delta_time):
""" Movement and game logic """
if self.player_sprite.right >= self.end_of_map:
self.game_over = True
# Call update on all sprites (The sprites don't do much in this
# example though.)
if not self.game_over:
self.physics_engine.update()
coins_hit = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list)
for coin in coins_hit:
coin.kill()
self.score += 1
# --- Manage Scrolling ---
# Track if we need to change the view port
changed = False
# Scroll left
left_bndry = self.view_left + VIEWPORT_LEFT_MARGIN
if self.player_sprite.left < left_bndry:
self.view_left -= left_bndry - self.player_sprite.left
changed = True
# Scroll right
right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_RIGHT_MARGIN
if self.player_sprite.right > right_bndry:
self.view_left += self.player_sprite.right - right_bndry
changed = True
# Scroll up
top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN_TOP
if self.player_sprite.top > top_bndry:
self.view_bottom += self.player_sprite.top - top_bndry
changed = True
# Scroll down
bottom_bndry = self.view_bottom + VIEWPORT_MARGIN_BOTTOM
if self.player_sprite.bottom < bottom_bndry:
self.view_bottom -= bottom_bndry - self.player_sprite.bottom
changed = True
# If we need to scroll, go ahead and do it.
if changed:
self.view_left = int(self.view_left)
self.view_bottom = int(self.view_bottom)
arcade.set_viewport(self.view_left,
SCREEN_WIDTH + self.view_left,
self.view_bottom,
SCREEN_HEIGHT + self.view_bottom)
def main():
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()