Collect Coins that are Bouncing

Screenshot of using sprites to collect coins
sprite_collect_coins_move_bouncing.py
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"""
Sprite Collect Coins

Simple program to show basic sprite usage.

Artwork from http://kenney.nl
"""
import random
import arcade

SPRITE_SCALING = 0.5

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600


class Coin(arcade.Sprite):
    """
    This class represents the coins on our screen. It is a child class of
    the arcade library's "Sprite" class.
    """

    def __init__(self, filename, sprite_scaling):
        """ Constructor. """
        # Call the parent class (Sprite) constructor
        super().__init__(filename, sprite_scaling)

        # Instance variables that control the edges of where we bounce
        self.left_boundary = 0
        self.right_boundary = 0
        self.top_boundary = 0
        self.bottom_boundary = 0

        self.change_x = 0
        self.change_y = 0

    def update(self):

        # Move the coin
        self.center_x -= self.change_x
        self.center_y -= self.change_y

        # If we are out-of-bounds, then 'bounce'
        if self.center_x < self.left_boundary:
            self.change_x *= -1

        if self.center_x > self.right_boundary:
            self.change_x *= -1

        if self.center_y < self.bottom_boundary:
            self.change_y *= -1

        if self.center_y > self.top_boundary:
            self.change_y *= -1


class MyApplication(arcade.Window):
    """ Main application class. """

    def __init__(self, width, height):
        """
        Initializer
        :param width:
        :param height:
        """
        super().__init__(width, height)
        # Sprite lists
        self.all_sprites_list = None
        self.coin_list = None

        # Set up the player
        self.score = 0
        self.player_sprite = None

        self.score_text = 0

    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.all_sprites_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()

        # Set up the player
        self.score = 0
        self.player_sprite = arcade.Sprite("images/character.png",
                                           SPRITE_SCALING)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 70
        self.all_sprites_list.append(self.player_sprite)

        for i in range(50):

            # Create the coin instance
            coin = Coin("images/coin_01.png", SPRITE_SCALING / 3)

            # Specify the boundaries for where a coin can be.
            # Take into account that we are specifying a center x and y for the
            # coin, and the coin has a size. So we can't have 0, 0 as the
            # position because 3/4 of the coin would be off-screen. We have to
            # start at half the width of the coin.
            coin.left_boundary = coin.width // 2
            coin.right_boundary = SCREEN_WIDTH - coin.width // 2
            coin.bottom_boundary = coin.height // 2
            coin.top_boundary = SCREEN_HEIGHT - coin.height // 2

            # Create a random starting point for the coin.
            coin.center_x = random.randint(coin.left_boundary, coin.right_boundary)
            coin.center_y = random.randint(coin.bottom_boundary, coin.top_boundary)

            # Create a random speed and direction.
            # Note it is possible to get 0, 0 and have a coin not move at all.
            coin.change_x = random.randint(-3, 3)
            coin.change_y = random.randint(-3, 3)

            # Add the coin to the lists
            self.all_sprites_list.append(coin)
            self.coin_list.append(coin)

        # Don't show the mouse cursor
        self.set_mouse_visible(False)

        # Set the background color
        arcade.set_background_color(arcade.color.AMAZON)

    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        # Draw all the sprites.
        self.coin_list.draw()
        self.player_sprite.draw()

        # Put the text on the screen.
        output = f"Score: {self.score}"

        # Is this the same text as last frame? If not, set up a new text object
        if not self.score_text or output != self.score_text.text:
            self.score_text = arcade.create_text(output, arcade.color.WHITE, 14)
        # Render the text
        arcade.render_text(self.score_text, 10, 20)

    def on_mouse_motion(self, x, y, dx, dy):
        """
        Called whenever the mouse moves.
        """
        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.all_sprites_list.update()

        # Generate a list of all sprites that collided with the player.
        hit_list = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list)

        # Loop through each colliding sprite, remove it, and add to the score.
        for coin in hit_list:
            coin.kill()
            self.score += 1


def main():
    """ Main method """
    window = MyApplication(SCREEN_WIDTH, SCREEN_HEIGHT)
    window.setup()
    arcade.run()

if __name__ == "__main__":
    main()