Moving Platforms

sprite_moving_platforms.py
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
"""
Load a map stored in csv format, as exported by the program 'Tiled.'

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

SPRITE_SCALING = 0.5

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
VIEWPORT_MARGIN = 40
RIGHT_MARGIN = 150

# Physics
MOVEMENT_SPEED = 5
JUMP_SPEED = 14
GRAVITY = 0.5


def get_map():
    map_file = open("map.csv")
    map_array = []
    for line in map_file:
        line = line.strip()
        map_row = line.split(",")
        for index, item in enumerate(map_row):
            map_row[index] = int(item)
        map_array.append(map_row)
    return map_array


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.wall_list = None
        self.physics_engine = None
        self.view_left = 0
        self.view_bottom = 0
        self.game_over = False

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

        # Sprite lists
        self.all_sprites_list = arcade.SpriteList()
        self.wall_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 = 64
        self.player_sprite.center_y = 270
        self.all_sprites_list.append(self.player_sprite)

        map_array = get_map()

        for row_index, row in enumerate(map_array):
            for column_index, item in enumerate(row):

                if item == -1:
                    continue
                elif item == 0:
                    wall = arcade.Sprite("images/boxCrate_double.png",
                                         SPRITE_SCALING)
                elif item == 1:
                    wall = arcade.Sprite("images/grassLeft.png",
                                         SPRITE_SCALING)
                elif item == 2:
                    wall = arcade.Sprite("images/grassMid.png",
                                         SPRITE_SCALING)
                elif item == 3:
                    wall = arcade.Sprite("images/grassRight.png",
                                         SPRITE_SCALING)

                wall.right = column_index * 64
                wall.top = (7 - row_index) * 64
                self.all_sprites_list.append(wall)
                self.wall_list.append(wall)

        # Create platform side to side
        wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
        wall.center_y = 200
        wall.center_x = 200
        wall.boundary_left = 100
        wall.boundary_right = 300
        wall.change_x = 1

        self.all_sprites_list.append(wall)
        self.wall_list.append(wall)

        # Create platform side to side
        wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
        wall.center_y = 200
        wall.center_x = 400
        wall.boundary_left = 300
        wall.boundary_right = 500
        wall.change_x = -1

        self.all_sprites_list.append(wall)
        self.wall_list.append(wall)

        # Create platform moving up and down
        wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
        wall.center_y = 300
        wall.center_x = 400
        wall.boundary_top = 500
        wall.boundary_bottom = 300
        wall.change_y = 1

        self.all_sprites_list.append(wall)
        self.wall_list.append(wall)

        # Create platform moving diagonally
        wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
        wall.center_y = 500
        wall.center_x = 600
        wall.boundary_left = 500
        wall.boundary_right = 700

        wall.boundary_top = 600
        wall.boundary_bottom = 400
        wall.change_x = 1
        wall.change_y = 1

        self.all_sprites_list.append(wall)
        self.wall_list.append(wall)

        self.physics_engine = \
            arcade.PhysicsEnginePlatformer(self.player_sprite,
                                           self.wall_list,
                                           gravity_constant=GRAVITY)

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

        # Set the viewport 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.
        """

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

        # Draw all the sprites.
        self.all_sprites_list.draw()

        # Put the text on the screen.
        # Adjust the text position based on the viewport so that we don't
        # scroll the text too.
        distance = self.view_left + self.player_sprite.right
        output = "Distance: {}".format(distance)
        arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20,
                         arcade.color.WHITE, 14)

        if self.game_over:
            output = "Game Over"
            arcade.draw_text(output, self.view_left + 200,
                             self.view_bottom + 200,
                             arcade.color.WHITE, 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.view_left + self.player_sprite.right >= 5630:
            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()

        # --- Manage Scrolling ---

        # Track if we need to change the viewport

        changed = False

        # Scroll left
        left_bndry = self.view_left + VIEWPORT_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 - 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
        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
        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:
            arcade.set_viewport(self.view_left,
                                SCREEN_WIDTH + self.view_left,
                                self.view_bottom,
                                SCREEN_HEIGHT + self.view_bottom)


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

if __name__ == "__main__":
    main()