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11_animate_character.py
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11_animate_character.py
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"""
Platformer Game
python -m arcade.examples.platform_tutorial.11_animate_character
"""
import arcade
import os
# Constants
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 650
SCREEN_TITLE = "Platformer"
# Constants used to scale our sprites from their original size
CHARACTER_SCALING = 1
TILE_SCALING = 0.5
COIN_SCALING = 0.5
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * TILE_SCALING)
# Movement speed of player, in pixels per frame
PLAYER_MOVEMENT_SPEED = 7
GRAVITY = 1.5
PLAYER_JUMP_SPEED = 30
# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
LEFT_VIEWPORT_MARGIN = 200
RIGHT_VIEWPORT_MARGIN = 200
BOTTOM_VIEWPORT_MARGIN = 150
TOP_VIEWPORT_MARGIN = 100
PLAYER_START_X = 900
PLAYER_START_Y = 1024
# Constants used to track if the player is facing left or right
RIGHT_FACING = 0
LEFT_FACING = 1
def load_texture_pair(filename):
"""
Load a texture pair, with the second being a mirror image.
"""
return [
arcade.load_texture(filename, scale=CHARACTER_SCALING),
arcade.load_texture(filename, scale=CHARACTER_SCALING, mirrored=True)
]
class PlayerCharacter(arcade.Sprite):
def __init__(self):
# Set up parent class
super().__init__()
# Default to face-right
self.character_face_direction = RIGHT_FACING
# Used for flipping between image sequences
self.cur_texture = 0
# Track our state
self.jumping = False
self.climbing = False
self.is_on_ladder = False
# Adjust the collision box. Default includes too much empty space
# side-to-side. Box is centered at sprite center, (0, 0)
self.points = [[-22, -64], [22, -64], [22, 28], [-22, 28]]
# --- Load Textures ---
# Images from Kenney.nl's Asset Pack 3
# main_path = ":resources:images/animated_characters/female_adventurer/femaleAdventurer"
# main_path = ":resources:images/animated_characters/female_person/femalePerson"
main_path = ":resources:images/animated_characters/male_person/malePerson"
# main_path = ":resources:images/animated_characters/male_adventurer/maleAdventurer"
# main_path = ":resources:images/animated_characters/zombie/zombie"
# main_path = ":resources:images/animated_characters/robot/robot"
# Load textures for idle standing
self.idle_texture_pair = load_texture_pair(f"{main_path}_idle.png")
self.jump_texture_pair = load_texture_pair(f"{main_path}_jump.png")
self.fall_texture_pair = load_texture_pair(f"{main_path}_fall.png")
# Load textures for walking
self.walk_textures = []
for i in range(8):
texture = load_texture_pair(f"{main_path}_walk{i}.png")
self.walk_textures.append(texture)
# Load textures for climbing
self.climbing_textures = []
texture = arcade.load_texture(f"{main_path}_climb0.png", scale=CHARACTER_SCALING)
self.climbing_textures.append(texture)
texture = arcade.load_texture(f"{main_path}_climb1.png", scale=CHARACTER_SCALING)
self.climbing_textures.append(texture)
def update_animation(self, delta_time: float = 1/60):
# Figure out if we need to flip face left or right
if self.change_x < 0 and self.character_face_direction == RIGHT_FACING:
self.character_face_direction = LEFT_FACING
elif self.change_x > 0 and self.character_face_direction == LEFT_FACING:
self.character_face_direction = RIGHT_FACING
# Climbing animation
if self.is_on_ladder:
self.climbing = True
if not self.is_on_ladder and self.climbing:
self.climbing = False
if self.climbing and abs(self.change_y) > 1:
self.cur_texture += 1
if self.cur_texture > 7:
self.cur_texture = 0
if self.climbing:
self.texture = self.climbing_textures[self.cur_texture // 4]
return
# Jumping animation
if self.jumping and not self.is_on_ladder:
if self.change_y >= 0:
self.texture = self.jump_texture_pair[self.character_face_direction]
else:
self.texture = self.fall_texture_pair[self.character_face_direction]
return
# Idle animation
if self.change_x == 0:
self.texture = self.idle_texture_pair[self.character_face_direction]
return
# Walking animation
self.cur_texture += 1
if self.cur_texture > 7:
self.cur_texture = 0
self.texture = self.walk_textures[self.cur_texture][self.character_face_direction]
class MyGame(arcade.Window):
"""
Main application class.
"""
def __init__(self):
"""
Initializer for the game
"""
# Call the parent class and set up the window
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Set the path to start with this program
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# Track the current state of what key is pressed
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
self.jump_needs_reset = False
# These are 'lists' that keep track of our sprites. Each sprite should
# go into a list.
self.coin_list = None
self.wall_list = None
self.background_list = None
self.ladder_list = None
self.player_list = None
# Separate variable that holds the player sprite
self.player_sprite = None
# Our 'physics' engine
self.physics_engine = None
# Used to keep track of our scrolling
self.view_bottom = 0
self.view_left = 0
self.end_of_map = 0
# Keep track of the score
self.score = 0
# Load sounds
self.collect_coin_sound = arcade.load_sound(":resources:sounds/coin1.wav")
self.jump_sound = arcade.load_sound(":resources:sounds/jump1.wav")
self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")
def setup(self):
""" Set up the game here. Call this function to restart the game. """
# Used to keep track of our scrolling
self.view_bottom = 0
self.view_left = 0
# Keep track of the score
self.score = 0
# Create the Sprite lists
self.player_list = arcade.SpriteList()
self.background_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
# Set up the player, specifically placing it at these coordinates.
self.player_sprite = PlayerCharacter()
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
self.player_list.append(self.player_sprite)
# --- Load in a map from the tiled editor ---
# Name of the layer in the file that has our platforms/walls
platforms_layer_name = 'Platforms'
moving_platforms_layer_name = 'Moving Platforms'
# Name of the layer that has items for pick-up
coins_layer_name = 'Coins'
# Map name
map_name = f":resources:tmx_maps/map_with_ladders.tmx"
# Read in the tiled map
my_map = arcade.tilemap.read_tmx(map_name)
# Calculate the right edge of the my_map in pixels
self.end_of_map = my_map.map_size.width * GRID_PIXEL_SIZE
# -- Platforms
self.wall_list = arcade.tilemap.process_layer(my_map, platforms_layer_name, TILE_SCALING)
# -- Moving Platforms
moving_platforms_list = arcade.tilemap.process_layer(my_map, moving_platforms_layer_name, TILE_SCALING)
for sprite in moving_platforms_list:
self.wall_list.append(sprite)
# -- Background objects
self.background_list = arcade.tilemap.process_layer(my_map, "Background", TILE_SCALING)
# -- Background objects
self.ladder_list = arcade.tilemap.process_layer(my_map, "Ladders", TILE_SCALING)
# -- Coins
self.coin_list = arcade.tilemap.process_layer(my_map, coins_layer_name, TILE_SCALING)
# --- Other stuff
# Set the background color
if my_map.background_color:
arcade.set_background_color(my_map.background_color)
# Create the 'physics engine'
self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite,
self.wall_list,
gravity_constant=GRAVITY,
ladders=self.ladder_list)
def on_draw(self):
""" Render the screen. """
# Clear the screen to the background color
arcade.start_render()
# Draw our sprites
self.wall_list.draw()
self.background_list.draw()
self.ladder_list.draw()
self.coin_list.draw()
self.player_list.draw()
# Draw our score on the screen, scrolling it with the viewport
score_text = f"Score: {self.score}"
arcade.draw_text(score_text, 10 + self.view_left, 10 + self.view_bottom,
arcade.csscolor.BLACK, 18)
def process_keychange(self):
"""
Called when we change a key up/down or we move on/off a ladder.
"""
# Process up/down
if self.up_pressed and not self.down_pressed:
if self.physics_engine.is_on_ladder():
self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED
elif self.physics_engine.can_jump() and not self.jump_needs_reset:
self.player_sprite.change_y = PLAYER_JUMP_SPEED
self.jump_needs_reset = True
arcade.play_sound(self.jump_sound)
elif self.down_pressed and not self.up_pressed:
if self.physics_engine.is_on_ladder():
self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED
# Process up/down when on a ladder and no movement
if self.physics_engine.is_on_ladder():
if not self.up_pressed and not self.down_pressed:
self.player_sprite.change_y = 0
elif self.up_pressed and self.down_pressed:
self.player_sprite.change_y = 0
# Process left/right
if self.right_pressed and not self.left_pressed:
self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
elif self.left_pressed and not self.right_pressed:
self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
else:
self.player_sprite.change_x = 0
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
if key == arcade.key.UP or key == arcade.key.W:
self.up_pressed = True
elif key == arcade.key.DOWN or key == arcade.key.S:
self.down_pressed = True
elif key == arcade.key.LEFT or key == arcade.key.A:
self.left_pressed = True
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.right_pressed = True
self.process_keychange()
def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """
if key == arcade.key.UP or key == arcade.key.W:
self.up_pressed = False
self.jump_needs_reset = False
elif key == arcade.key.DOWN or key == arcade.key.S:
self.down_pressed = False
elif key == arcade.key.LEFT or key == arcade.key.A:
self.left_pressed = False
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.right_pressed = False
self.process_keychange()
def on_update(self, delta_time):
""" Movement and game logic """
# Move the player with the physics engine
self.physics_engine.update()
# Update animations
if self.physics_engine.can_jump():
self.player_sprite.can_jump = False
else:
self.player_sprite.can_jump = True
if self.physics_engine.is_on_ladder() and not self.physics_engine.can_jump():
self.player_sprite.is_on_ladder = True
self.process_keychange()
else:
self.player_sprite.is_on_ladder = False
self.process_keychange()
self.coin_list.update_animation(delta_time)
self.background_list.update_animation(delta_time)
self.player_list.update_animation(delta_time)
# Update walls, used with moving platforms
self.wall_list.update()
# See if the moving wall hit a boundary and needs to reverse direction.
for wall in self.wall_list:
if wall.boundary_right and wall.right > wall.boundary_right and wall.change_x > 0:
wall.change_x *= -1
if wall.boundary_left and wall.left < wall.boundary_left and wall.change_x < 0:
wall.change_x *= -1
if wall.boundary_top and wall.top > wall.boundary_top and wall.change_y > 0:
wall.change_y *= -1
if wall.boundary_bottom and wall.bottom < wall.boundary_bottom and wall.change_y < 0:
wall.change_y *= -1
# See if we hit any coins
coin_hit_list = arcade.check_for_collision_with_list(self.player_sprite,
self.coin_list)
# Loop through each coin we hit (if any) and remove it
for coin in coin_hit_list:
# Figure out how many points this coin is worth
if 'Points' not in coin.properties:
print("Warning, collected a coin without a Points property.")
else:
points = int(coin.properties['Points'])
self.score += points
# Remove the coin
coin.remove_from_sprite_lists()
arcade.play_sound(self.collect_coin_sound)
# Track if we need to change the viewport
changed_viewport = False
# --- Manage Scrolling ---
# Scroll left
left_boundary = self.view_left + LEFT_VIEWPORT_MARGIN
if self.player_sprite.left < left_boundary:
self.view_left -= left_boundary - self.player_sprite.left
changed_viewport = True
# Scroll right
right_boundary = self.view_left + SCREEN_WIDTH - RIGHT_VIEWPORT_MARGIN
if self.player_sprite.right > right_boundary:
self.view_left += self.player_sprite.right - right_boundary
changed_viewport = True
# Scroll up
top_boundary = self.view_bottom + SCREEN_HEIGHT - TOP_VIEWPORT_MARGIN
if self.player_sprite.top > top_boundary:
self.view_bottom += self.player_sprite.top - top_boundary
changed_viewport = True
# Scroll down
bottom_boundary = self.view_bottom + BOTTOM_VIEWPORT_MARGIN
if self.player_sprite.bottom < bottom_boundary:
self.view_bottom -= bottom_boundary - self.player_sprite.bottom
changed_viewport = True
if changed_viewport:
# Only scroll to integers. Otherwise we end up with pixels that
# don't line up on the screen
self.view_bottom = int(self.view_bottom)
self.view_left = int(self.view_left)
# Do the scrolling
arcade.set_viewport(self.view_left,
SCREEN_WIDTH + self.view_left,
self.view_bottom,
SCREEN_HEIGHT + self.view_bottom)
def main():
""" Main method """
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()