Example #1
0
    def tiled_npc_set(self):
        tiled_npc_sprite = arcade.SpriteList(use_spatial_hash=True,
                                             spatial_hash_cell_size=32)

        villager_list = arcade.process_layer(self.my_map,
                                             "villager",
                                             scaling=2,
                                             use_spatial_hash=True,
                                             hit_box_algorithm="None")
        for v in villager_list:
            x, y = pixel_to_grid(v.center_x, v.center_y)
            villager = Villager(x=x, y=y)
            tiled_npc_sprite.append(villager)

        citizen_list = arcade.process_layer(self.my_map,
                                            "citizen",
                                            scaling=2,
                                            use_spatial_hash=True,
                                            hit_box_algorithm="None")
        for c in citizen_list:
            x, y = pixel_to_grid(c.center_x, c.center_y)
            citizen = Citizen(x=x, y=y)
            tiled_npc_sprite.append(citizen)

        return tiled_npc_sprite
Example #2
0
    def tiled_map_obj_set(self):
        tiled_map_obj_sprite = arcade.SpriteList(use_spatial_hash=True,
                                                 spatial_hash_cell_size=32)

        door = arcade.process_layer(self.my_map,
                                    "door",
                                    scaling=2,
                                    use_spatial_hash=True,
                                    hit_box_algorithm="None")
        up_stairs = arcade.process_layer(self.my_map,
                                         "up_stairs",
                                         scaling=2,
                                         use_spatial_hash=True,
                                         hit_box_algorithm="None")
        down_stairs = arcade.process_layer(self.my_map,
                                           "down_stairs",
                                           scaling=2,
                                           use_spatial_hash=True,
                                           hit_box_algorithm="None")

        for m in door:
            x, y = pixel_to_grid(m.center_x, m.center_y)
            obj = DoorH(x=x, y=y)
            obj.scale = 2
            obj.texture = m.texture
            obj.blocks = True
            tiled_map_obj_sprite.append(obj)

        for m in up_stairs:
            x, y = pixel_to_grid(m.center_x, m.center_y)
            obj = Up_Stairs(x=x, y=y)
            obj.scale = 2
            # obj.texture = m.texture
            obj.blocks = True
            tiled_map_obj_sprite.append(obj)

        for m in down_stairs:
            x, y = pixel_to_grid(m.center_x, m.center_y)
            obj = Down_Stairs(x=x, y=y)
            obj.scale = 2
            # obj.texture = m.texture
            obj.blocks = True
            tiled_map_obj_sprite.append(obj)

        return tiled_map_obj_sprite
Example #3
0
def setup_combate():
    """
    Create la habitación donde ocurriran los combates
    """
    room = Room()

    # Lista de Sprites
    room.wall_list = arcade.SpriteList()
    room.textura = arcade.SpriteList()

    map = arcade.tilemap.read_tmx("resources" + os.path.sep + "maps" +
                                  os.path.sep + "combate.tmx")

    carga = arcade.process_layer(map, "Nivel", 1)
    wall = arcade.process_layer(map, "Muros Invisibles", 1)

    room.textura = carga
    room.wall_list = wall

    return room
Example #4
0
def setup_room_1():
    """
    Crea la habitacion 1.
    """
    room = Room()

    # Lista de Sprites
    room.wall_list = arcade.SpriteList()
    room.textura = arcade.SpriteList()

    map = arcade.tilemap.read_tmx("resources" + os.path.sep + "maps" +
                                  os.path.sep + "nivel1.tmx")

    carga = arcade.process_layer(map, "Nivel", 1)
    wall = arcade.process_layer(map, "Muros Invisibles", 1)

    room.textura = carga
    room.wall_list = wall

    return room
Example #5
0
    def tiled_floor_set(self):
        tiled_floor_sprite = arcade.SpriteList(use_spatial_hash=True,
                                               spatial_hash_cell_size=32)

        floors = arcade.process_layer(self.my_map,
                                      "floor",
                                      scaling=2,
                                      use_spatial_hash=True,
                                      hit_box_algorithm="None")

        for f in floors:
            x, y = pixel_to_grid(f.center_x, f.center_y)
            floor = Floor(x=x, y=y)
            floor.scale = 2
            floor.texture = f.texture
            floor.color = COLORS.get("dark_ground")
            tiled_floor_sprite.append(floor)

        return tiled_floor_sprite
Example #6
0
    def tiled_wall_set(self):
        tiled_wall_sprite = arcade.SpriteList(use_spatial_hash=True,
                                              spatial_hash_cell_size=32)

        walls = arcade.process_layer(self.my_map,
                                     "wall",
                                     scaling=2,
                                     use_spatial_hash=True,
                                     hit_box_algorithm="None")

        for w in walls:
            x, y = pixel_to_grid(w.center_x, w.center_y)
            wall = Wall(x=x, y=y)
            wall.scale = 2
            wall.texture = w.texture
            wall.blocks = True
            wall.color = COLORS.get("dark_ground")
            tiled_wall_sprite.append(wall)

        return tiled_wall_sprite
Example #7
0
    def setup(self):
        # This function permit the restart of the game

        # Used to keep track of our scrolling
        self.view_bottom = 0
        self.view_left = 0

        # Create the Sprite lists
        # Spatial hash speed up collision detection but slow down movement
        # The player move often so don't use Spatial Hash

        self.wall_list = arcade.SpriteList(use_spatial_hash=True,
                                           is_static=True)
        self.coin_list = arcade.SpriteList(use_spatial_hash=True,
                                           is_static=True)
        self.death_list = arcade.SpriteList(use_spatial_hash=True,
                                            is_static=True)
        self.background_list = arcade.SpriteList(use_spatial_hash=True,
                                                 is_static=True)

        # Keep track of the score

        # Start background music
        self.media_player = self.backgroud_sound.play(volume=DEFAULT_VOLUME,
                                                      loop=True)

        # Set up the player
        self.player_list = arcade.SpriteList()
        self.player_sprite = Player()
        self.player_list.append(self.player_sprite)

        # Name of map file to load
        map_name = "maps/chapter1.tmx"
        # Name of the layers
        platforms_layer_name = "Platforms"
        coins_layer_name = "Coins"
        death_layer_name = "Death"
        background_layer_name = "Background"

        # Read in the tiled map
        my_map = arcade.tilemap.read_tmx(map_name)

        # -- Platforms
        self.wall_list = arcade.tilemap.process_layer(my_map,
                                                      platforms_layer_name,
                                                      TILE_SCALING,
                                                      use_spatial_hash=True)

        # -- Coins
        self.coin_list = arcade.tilemap.process_layer(my_map,
                                                      coins_layer_name,
                                                      TILE_SCALING,
                                                      use_spatial_hash=True)
        # -- Touch to die object
        self.death_list = arcade.tilemap.process_layer(my_map,
                                                       death_layer_name,
                                                       TILE_SCALING,
                                                       use_spatial_hash=True)

        # -- Background and untouchable item
        self.background_list = arcade.process_layer(my_map,
                                                    background_layer_name,
                                                    TILE_SCALING,
                                                    use_spatial_hash=True)

        # Create the 'physics engine'
        self.physics_engine = arcade.PhysicsEnginePlatformer(
            self.player_sprite, self.wall_list, GRAVITY)
        # After all base setup try load save.dat
        try:
            self.load_data()
        except FileNotFoundError:
            # If not found any save file set initial value
            self.coins = 0
            self.lifes = 3
            self.level = 1
            self.player_sprite.center_x = PLAYER_START_X
            self.player_sprite.center_y = PLAYER_START_Y
    def setup(self, niveau=1):
        """ Configurer le jeu ici. Appeler cette fonction pour (re)démarrer le jeu."""

        self.niveau = niveau
        # Sprite: Image animée
        # SpriteList: Groupement d'images animées
        self.personnages = arcade.SpriteList()

        # Sprite pour le personnage
        self.personnage = Personnage()
        # positionner le personnage dans la fenêtre (pixel)
        self.personnage.center_x = 64
        self.personnage.center_y = 128
        # l'ajouter à sa SpriteList
        self.personnages.append(self.personnage)

        # Utilisation d'une carte (tilemap)
        carte = arcade.read_tmx(":resources:tmx_maps/map_with_ladders.tmx")
        # extraction des calques
        # ouvrir le fichier tmx avec Tiled pour en prendre connaissance ...
        # (voir fichier joint «resources.zip»)
        self.pieces = arcade.process_layer(
            carte,
            "Coins",
            scaling=ECHELLE_TUILE,  # options
            use_spatial_hash=True
        )
        self.plateformes = arcade.process_layer(
            carte,
            "Platforms",
            scaling=ECHELLE_TUILE,  # options
            use_spatial_hash=True
        )
        self.arriere_plan = arcade.process_layer(
            carte,
            "Background",
            scaling=ECHELLE_TUILE,
            use_spatial_hash=True
        )
        self.echelles = arcade.process_layer(
            carte,
            "Ladders",
            scaling=ECHELLE_TUILE,
            use_spatial_hash=True
        )
        plateformes_mobiles = arcade.process_layer(
            carte,
            "Moving Platforms",
            scaling=ECHELLE_TUILE
        )
        # Ce sont des plateformes donc ...
        for plateforme in plateformes_mobiles:
            self.plateformes.append(plateforme)

        self.x_max_carte = carte.map_size.width * carte.tile_size.width * ECHELLE_TUILE

        if carte.background_color:
            arcade.set_background_color(carte.background_color)

        # Configurer le «moteur physique»
        # attention: on passe de `PhysicsEngineSimple` à `PhysicsEnginePlatformer`
        self.physics_engine = arcade.PhysicsEnginePlatformer(
            self.personnage,  # personnage
            self.plateformes,  # obstacles ou sols
            gravity_constant=GRAVITE,  # force de la gravité
            ladders=self.echelles
        )

        self.xmin = 0
        self.ymin = 0
Example #9
0
    def setup(self):

        self.view_bottom = 0
        self.view_left = 0

        #* Создаём спрайт листы
        self.player_list = arcade.SpriteList()
        self.player_sprite = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()
        self.enemy_list = arcade.SpriteList()
        self.goblin_sprite = arcade.SpriteList()
        self.fireball_list = arcade.SpriteList()
        self.dont_touch_list = arcade.SpriteList()
        self.flag_list = arcade.SpriteList()

        #* Ссылаемся что список игрока равен классу что мы уже описали
        self.player_sprite = PlayerCharacter()
        # self.goblin_sprite = Goblin()

        #* Задаём начальные координаты старта персонажа, его размеры.
        self.player_sprite.center_x = PLAYER_START_X
        self.player_sprite.center_y = PLAYER_START_Y
        self.player_sprite.scale = PLAYER_SCALING
        self.player_list.append(self.player_sprite)

        #* Задаём какую карту загружать и где она расположена
        map_name = "test4.tmx"
        my_map = arcade.tilemap.read_tmx(map_name)

        #* Вычисляем правый конец карты в пикселях
        # self.end_of_map = my_map.map_size.width * GRID_PIXEL_SIZE

        #* --- Слой земли и декораций---
        self.background_list = arcade.process_layer(my_map, "background",
                                                    TILE_SCALING)
        self.vilage_list = arcade.process_layer(my_map, "vilage", TILE_SCALING)
        self.wall_list = arcade.process_layer(my_map, "platforms",
                                              TILE_SCALING)
        self.dont_touch_list = arcade.process_layer(my_map, "dont_touch",
                                                    TILE_SCALING)
        self.flag_list = arcade.process_layer(my_map, "flags", TILE_SCALING)

        #* --- Слой монеток ---
        coin_layer_name = "coins"
        self.coin_list = arcade.process_layer(my_map, coin_layer_name,
                                              COIN_SCALE)

        #* --- Слой врагов ---
        enemy_layer_name = "enemies"
        e_list = arcade.process_layer(my_map, enemy_layer_name, TILE_SCALING)
        for e in e_list:
            enemy = Goblin()
            enemy.stand_right_textures = []
            enemy.stand_left_textures = []
            enemy.walk_right_textures = []
            enemy.walk_left_textures = []
            for i in range(4):
                enemy.stand_right_textures.append(
                    arcade.load_texture(
                        f"resources/enemies/Knight Skeleton/idle_{i}.png"))
            for i in range(4):
                enemy.stand_left_textures.append(
                    arcade.load_texture(
                        f"resources/enemies/Knight Skeleton/idle_{i}.png",
                        mirrored=True))
            for i in range(6):
                enemy.walk_right_textures.append(
                    arcade.load_texture(
                        f"resources/enemies/Knight Skeleton/walk_{i}.png"))
            for i in range(6):
                enemy.walk_left_textures.append(
                    arcade.load_texture(
                        f"resources/enemies/Knight Skeleton/walk_{i}.png",
                        mirrored=True))

            enemy.texture_change_distance = 20
            enemy.center_x = e.center_x
            enemy.center_y = e.center_y
            enemy.scale = 1
            enemy.change_x = ENEMY_SPEED
            enemy.goblin_physics_engine = arcade.PhysicsEnginePlatformer(
                self.goblin_sprite, self.wall_list, gravity_constant=GRAVITY)
            self.enemy_list.append(enemy)

        #* Создаём физический движок
        self.physics_engine = arcade.PhysicsEnginePlatformer(
            self.player_sprite, self.wall_list, gravity_constant=GRAVITY
        )  #TODO: ещё нужно будет добавить ladder=self.ladder_list
Example #10
0
    def __init__(self):
        super().__init__()

        self.matrix = pathfinding.layer_to_grid(
            path['maps'] / 'test_map_islands.csv')

        arcade.set_background_color(arcade.color.AMAZON)

        # 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.enemy_list = arcade.SpriteList()

        self.player_ship = Ship(path['img'] / 'ship' / 'ship.png')
        # self.enemy_ship = EnemyShip(path['img'] / 'enemy_ship' / 'ship.png')

        for i in range(3):
            self.enemy_list.append(EnemyShip(
                path['img'] / 'enemy_ship' / 'ship.png')
            )

        self.cannonballs = arcade.SpriteList()

        self.player_ship.set_position(800, 800)
        # self.enemy_ship.set_position(1600, 1200)

        # self.enemy_list.append(self.enemy_ship)

        self.layer_shift_count = 0
        self.seafoam_shift_count = 64
        self.map = arcade.tilemap.read_tmx(path['maps'] / "test_map.tmx")

        self.map_layers = [arcade.process_layer(
            self.map, layer.name) for layer in self.map.layers]

        # Use spatial hashing with the static layers
        for layer in range(len(self.map_layers)):
            if self.map_layers[layer] in (2, 3):
                layer.use_spatial_hash = True
                layer.spatial_hash = arcade.sprite_list._SpatialHash(
                    cell_size=128
                )
                layer._recalculate_spatial_hashes()

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_ship, self.map_layers[2])

        # self.enemy_engines = [arcade.PhysicsEngineSimple(
        #     enemy, self.map_layers[2]) for enemy in self.enemy_list]

        # Used to keep track of our scrolling
        self.view_right = 0
        self.view_left = 0
        self.view_bottom = 0
        self.view_top = 0

        # self.player_view = PlayerView()

        self.player_ship.target_angle = 0

        self.SAIL_SPEED_FACTOR = 0

        self.audio_list = []
        self.music = arcade.Sound(
            str(path['sound'] / "shanty1.mp3")
        )

        self.ambient_track = arcade.Sound(
            str(path['sound'] / "ship_ambient.mp3")
        )

        self.audio_list.append(self.music)
        self.audio_list.append(self.ambient_track)

        for audio in self.audio_list:
            audio.play()

        self.music.set_volume(MUSIC_VOLUME*0.2)
        self.ambient_track.set_volume(MUSIC_VOLUME*0.4)

        self.viewport_scale = 1

        self.collision_time = 0
        self.time_diff = 20

        self.cannon_cooldown = 5
        self.cannon_fired_time = 0
Example #11
0
    def __init__(self):
        super().__init__()

        self.formation = 0

        self.matrix = pathfinding.layer_to_grid(
            path['maps'] / 'dungeon_test_walls.csv')

        self.paused = True

        self.mouse_position = (0, 0)

        self.cursor = arcade.Sprite(path['img'] / 'cursor' / 'sword.png')

        arcade.set_background_color(arcade.color.AMAZON)

        # 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.player_sprites = arcade.SpriteList()

        self.player_sprites.append(Pirate('brawn'))
        self.player_sprites.append(Pirate('captain'))
        self.player_sprites.append(Pirate('bald'))

        self.selected_character = 0
        self.player_sprite = self.player_sprites[self.selected_character]

        self.player_sprites[1].set_position(200, 200)
        self.player_sprites[2].set_position(200, 200)
        self.player_sprite.set_position(200, 200)

        self.enemy_list = arcade.SpriteList()

        for i in range(5):
            self.enemy_list.append(
                Enemy_SpriteSheet('undead'))
            self.enemy_list[i].scale = 1.25
            self.enemy_list[i].set_position(
                random.randint(0, 500), random.randint(0, 500)
            )

        # self.enemy_list[0].set_position(800, 200)
        # self.enemy_list[0].scale = 1.25

        self.map = arcade.tilemap.read_tmx(path['maps'] / "dungeon_test.tmx")

        self.map_layers = [arcade.process_layer(
            self.map, layer.name) for layer in self.map.layers]

        # Use spatial hashing with the static layers
        for layer in self.map_layers:
            layer.use_spatial_hash = True
            layer.spatial_hash = arcade.sprite_list._SpatialHash(cell_size=128)
            layer._recalculate_spatial_hashes()

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.map_layers[2]
        )

        # Used to keep track of our scrolling
        self.view_bottom = 0
        self.view_left = 0

        self.viewport_scale = 0.5

        self.level_sprites = arcade.SpriteList()
        self.player_sprite.weapon = Weapon('sword')
        self.player_sprite.weapon.center_x = self.player_sprite.center_x-10
        self.player_sprite.weapon.center_x = self.player_sprite.center_y

        self.level_sprites.append(self.player_sprite.weapon)