Exemple #1
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    def __init__(self, width, height, title):
        super().__init__(width, height, title)

        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        arcadeplus.set_background_color(arcadeplus.color.AMAZON)

        self.character_list = arcadeplus.SpriteList()
        self.character_sprite = arcadeplus.Sprite(
            ":resources:images/animated_characters/female_person/femalePerson_idle.png",
            CHARACTER_SCALING)
        self.character_sprite.center_x = 150
        self.character_sprite.center_y = 110
        self.character_list.append(self.character_sprite)

        self.wall_list = arcadeplus.SpriteList()
        for x in range(0, 1200, 64):
            sprite = arcadeplus.Sprite(
                ":resources:images/tiles/boxCrate_double.png",
                CHARACTER_SCALING)
            sprite.center_x = x
            sprite.center_y = 32
            self.wall_list.append(sprite)

        self.physics_engine = arcadeplus.PhysicsEnginePlatformer(
            self.character_sprite, self.wall_list, gravity_constant=GRAVITY)
Exemple #2
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    def load_level(self, level):
        # Read in the tiled map
        my_map = arcadeplus.tilemap.read_tmx(
            f":resources:tmx_maps/level_{level}.tmx")

        # --- Walls ---

        # Calculate the right edge of the my_map in pixels
        self.end_of_map = my_map.map_size.width * GRID_PIXEL_SIZE

        # Grab the layer of items we can't move through
        self.wall_list = arcadeplus.tilemap.process_layer(
            my_map, 'Platforms', TILE_SPRITE_SCALING)

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

        # --- Other stuff
        # Set the background color
        if my_map.background_color:
            arcadeplus.set_background_color(my_map.background_color)

        # Set the view port boundaries
        # These numbers set where we have 'scrolled' to.
        self.view_left = 0
        self.view_bottom = 0
Exemple #3
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    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 = arcadeplus.SpriteList()
        self.wall_list = arcadeplus.SpriteList()
        self.coin_list = arcadeplus.SpriteList()

        # Set up the player, specifically placing it at these coordinates.
        image_source = ":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png"
        self.player_sprite = arcadeplus.Sprite(image_source, CHARACTER_SCALING)
        self.player_sprite.center_x = 64
        self.player_sprite.center_y = 96
        self.player_list.append(self.player_sprite)

        # Create the ground
        # This shows using a loop to place multiple sprites horizontally
        for x in range(0, 1250, 64):
            wall = arcadeplus.Sprite(":resources:images/tiles/grassMid.png", TILE_SCALING)
            wall.center_x = x
            wall.center_y = 32
            self.wall_list.append(wall)

        # Put some crates on the ground
        # This shows using a coordinate list to place sprites
        coordinate_list = [[512, 96],
                           [256, 96],
                           [768, 96]]

        for coordinate in coordinate_list:
            # Add a crate on the ground
            wall = arcadeplus.Sprite(":resources:images/tiles/boxCrate_double.png", TILE_SCALING)
            wall.position = coordinate
            self.wall_list.append(wall)

        # Use a loop to place some coins for our character to pick up
        for x in range(128, 1250, 256):
            coin = arcadeplus.Sprite(":resources:images/items/coinGold.png", COIN_SCALING)
            coin.center_x = x
            coin.center_y = 96
            self.coin_list.append(coin)

        # Create the 'physics engine'
        self.physics_engine = arcadeplus.PhysicsEnginePlatformer(self.player_sprite,
                                                             self.wall_list,
                                                             GRAVITY)
Exemple #4
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    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 = arcadeplus.SpriteList()
        self.wall_list = arcadeplus.SpriteList()
        self.coin_list = arcadeplus.SpriteList()

        # Set up the player, specifically placing it at these coordinates.
        image_source = ":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png"
        self.player_sprite = arcadeplus.Sprite(image_source, CHARACTER_SCALING)
        self.player_sprite.center_x = 64
        self.player_sprite.center_y = 128
        self.player_list.append(self.player_sprite)

        # --- Load in a map from the tiled editor ---

        # Name of map file to load
        map_name = ":resources:tmx_maps/test_map_7.tmx"
        # Name of the layer in the file that has our platforms/walls
        platforms_layer_name = 'Platforms'
        # Name of the layer that has items for pick-up
        coins_layer_name = 'Coins'

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

        # -- Platforms
        self.wall_list = arcadeplus.tilemap.process_layer(
            my_map, platforms_layer_name, TILE_SCALING)

        # -- Coins
        self.coin_list = arcadeplus.tilemap.process_layer(
            my_map, coins_layer_name, TILE_SCALING)

        # --- Other stuff
        # Set the background color
        if my_map.background_color:
            arcadeplus.set_background_color(my_map.background_color)

        # Create the 'physics engine'
        self.physics_engine = arcadeplus.PhysicsEnginePlatformer(
            self.player_sprite, self.wall_list, GRAVITY)
Exemple #5
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    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcadeplus.SpriteList()
        self.coin_list = arcadeplus.SpriteList()

        # Set up the player
        self.player_sprite = arcadeplus.Sprite(
            ":resources:images/animated_characters/female_person/femalePerson_idle.png",
            PLAYER_SCALING)

        # Starting position of the player
        self.player_sprite.center_x = 196
        self.player_sprite.center_y = 270
        self.player_list.append(self.player_sprite)

        map_name = ":resources:/tmx_maps/map.tmx"

        # Read in the tiled map
        my_map = arcadeplus.tilemap.read_tmx(map_name)
        self.end_of_map = my_map.map_size.width * GRID_PIXEL_SIZE

        # --- Platforms ---
        self.wall_list = arcadeplus.tilemap.process_layer(
            my_map, 'Platforms', TILE_SCALING)

        # --- Coins ---
        self.coin_list = arcadeplus.tilemap.process_layer(
            my_map, 'Coins', TILE_SCALING)

        # --- Other stuff
        # Set the background color
        if my_map.background_color:
            arcadeplus.set_background_color(my_map.background_color)

        # Keep player from running through the wall_list layer
        self.physics_engine = arcadeplus.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
Exemple #6
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    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 = arcadeplus.SpriteList()
        self.background_list = arcadeplus.SpriteList()
        self.wall_list = arcadeplus.SpriteList()
        self.coin_list = arcadeplus.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 = arcadeplus.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 = arcadeplus.tilemap.process_layer(my_map, platforms_layer_name, TILE_SCALING)

        # -- Moving Platforms
        moving_platforms_list = arcadeplus.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 = arcadeplus.tilemap.process_layer(my_map, "Background", TILE_SCALING)

        # -- Background objects
        self.ladder_list = arcadeplus.tilemap.process_layer(my_map, "Ladders", TILE_SCALING)

        # -- Coins
        self.coin_list = arcadeplus.tilemap.process_layer(my_map, coins_layer_name, TILE_SCALING)

        # --- Other stuff
        # Set the background color
        if my_map.background_color:
            arcadeplus.set_background_color(my_map.background_color)

        # Create the 'physics engine'
        self.physics_engine = arcadeplus.PhysicsEnginePlatformer(self.player_sprite,
                                                             self.wall_list,
                                                             gravity_constant=GRAVITY,
                                                             ladders=self.ladder_list)
Exemple #7
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    def start_new_game(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.all_sprites_list = arcadeplus.SpriteList()
        self.wall_list = arcadeplus.SpriteList()
        self.player_list = arcadeplus.SpriteList()

        # Set up the player
        self.player_sprite = arcadeplus.Sprite(
            ":resources:images/animated_characters/female_person/femalePerson_idle.png",
            SPRITE_SCALING)
        self.player_sprite.center_x = 64
        self.player_sprite.center_y = 270
        self.player_list.append(self.player_sprite)
        self.all_sprites_list.append(self.player_sprite)

        map_array = get_map()

        # Right edge of the map in pixels
        self.end_of_map = len(map_array[0]) * GRID_PIXEL_SIZE

        map_items = [
            ":resources:images/tiles/boxCrate_double.png",
            ":resources:images/tiles/grassCenter.png",
            ":resources:images/tiles/grassCorner_left.png",
            ":resources:images/tiles/grassCorner_right.png",
            ":resources:images/tiles/grassHill_left.png",
            ":resources:images/tiles/grassHill_right.png",
            ":resources:images/tiles/grassLeft.png",
            ":resources:images/tiles/grassMid.png",
            ":resources:images/tiles/grassRight.png",
            ":resources:images/tiles/stoneHalf.png"
        ]
        for row_index, row in enumerate(map_array):
            for column_index, item in enumerate(row):

                if item == -1:
                    continue
                else:
                    wall = arcadeplus.Sprite(map_items[item], SPRITE_SCALING)

                    # Change the collision polygon to be a ramp instead of
                    # a rectangle
                    if item == 4:
                        wall.points = ((-wall.width // 2, wall.height // 2),
                                       (wall.width // 2, -wall.height // 2),
                                       (-wall.width // 2, -wall.height // 2))
                    elif item == 5:
                        wall.points = ((-wall.width // 2, -wall.height // 2),
                                       (wall.width // 2, -wall.height // 2),
                                       (wall.width // 2, wall.height // 2))

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

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

        # Set the background color
        arcadeplus.set_background_color(arcadeplus.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
Exemple #8
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    def setup(self, level):
        """ 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 = arcadeplus.SpriteList()
        self.foreground_list = arcadeplus.SpriteList()
        self.background_list = arcadeplus.SpriteList()
        self.wall_list = arcadeplus.SpriteList()
        self.coin_list = arcadeplus.SpriteList()

        # Set up the player, specifically placing it at these coordinates.
        image_source = ":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png"
        self.player_sprite = arcadeplus.Sprite(image_source, CHARACTER_SCALING)
        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'
        # Name of the layer that has items for pick-up
        coins_layer_name = 'Coins'
        # Name of the layer that has items for foreground
        foreground_layer_name = 'Foreground'
        # Name of the layer that has items for background
        background_layer_name = 'Background'
        # Name of the layer that has items we shouldn't touch
        dont_touch_layer_name = "Don't Touch"

        # Map name
        map_name = f":resources:tmx_maps/map2_level_{level}.tmx"

        # Read in the tiled map
        my_map = arcadeplus.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

        # -- Background
        self.background_list = arcadeplus.tilemap.process_layer(
            my_map, background_layer_name, TILE_SCALING)

        # -- Foreground
        self.foreground_list = arcadeplus.tilemap.process_layer(
            my_map, foreground_layer_name, TILE_SCALING)

        # -- Platforms
        self.wall_list = arcadeplus.tilemap.process_layer(
            my_map, platforms_layer_name, TILE_SCALING)

        # -- Coins
        self.coin_list = arcadeplus.tilemap.process_layer(
            my_map, coins_layer_name, TILE_SCALING)

        # -- Don't Touch Layer
        self.dont_touch_list = arcadeplus.tilemap.process_layer(
            my_map, dont_touch_layer_name, TILE_SCALING)

        # --- Other stuff
        # Set the background color
        if my_map.background_color:
            arcadeplus.set_background_color(my_map.background_color)

        # Create the 'physics engine'
        self.physics_engine = arcadeplus.PhysicsEnginePlatformer(
            self.player_sprite, self.wall_list, GRAVITY)
Exemple #9
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    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.all_wall_list = arcadeplus.SpriteList()
        self.static_wall_list = arcadeplus.SpriteList()
        self.moving_wall_list = arcadeplus.SpriteList()
        self.player_list = arcadeplus.SpriteList()

        # Set up the player
        self.player_sprite = arcadeplus.Sprite(
            ":resources:images/animated_characters/female_person/femalePerson_idle.png",
            SPRITE_SCALING)
        self.player_sprite.center_x = 2 * GRID_PIXEL_SIZE
        self.player_sprite.center_y = 3 * GRID_PIXEL_SIZE
        self.player_list.append(self.player_sprite)

        # Create floor
        for i in range(30):
            wall = arcadeplus.Sprite(":resources:images/tiles/grassMid.png",
                                     SPRITE_SCALING)
            wall.bottom = 0
            wall.center_x = i * GRID_PIXEL_SIZE
            self.static_wall_list.append(wall)
            self.all_wall_list.append(wall)

        # Create platform side to side
        wall = arcadeplus.Sprite(":resources:images/tiles/grassMid.png",
                                 SPRITE_SCALING)
        wall.center_y = 3 * GRID_PIXEL_SIZE
        wall.center_x = 3 * GRID_PIXEL_SIZE
        wall.boundary_left = 2 * GRID_PIXEL_SIZE
        wall.boundary_right = 5 * GRID_PIXEL_SIZE
        wall.change_x = 2 * SPRITE_SCALING

        self.all_wall_list.append(wall)
        self.moving_wall_list.append(wall)

        # Create platform side to side
        wall = arcadeplus.Sprite(":resources:images/tiles/grassMid.png",
                                 SPRITE_SCALING)
        wall.center_y = 3 * GRID_PIXEL_SIZE
        wall.center_x = 7 * GRID_PIXEL_SIZE
        wall.boundary_left = 5 * GRID_PIXEL_SIZE
        wall.boundary_right = 9 * GRID_PIXEL_SIZE
        wall.change_x = -2 * SPRITE_SCALING

        self.all_wall_list.append(wall)
        self.moving_wall_list.append(wall)

        # Create platform moving up and down
        wall = arcadeplus.Sprite(":resources:images/tiles/grassMid.png",
                                 SPRITE_SCALING)
        wall.center_y = 5 * GRID_PIXEL_SIZE
        wall.center_x = 5 * GRID_PIXEL_SIZE
        wall.boundary_top = 8 * GRID_PIXEL_SIZE
        wall.boundary_bottom = 4 * GRID_PIXEL_SIZE
        wall.change_y = 2 * SPRITE_SCALING

        self.all_wall_list.append(wall)
        self.moving_wall_list.append(wall)

        # Create platform moving diagonally
        wall = arcadeplus.Sprite(":resources:images/tiles/grassMid.png",
                                 SPRITE_SCALING)
        wall.center_y = 5 * GRID_PIXEL_SIZE
        wall.center_x = 8 * GRID_PIXEL_SIZE
        wall.boundary_left = 7 * GRID_PIXEL_SIZE
        wall.boundary_right = 9 * GRID_PIXEL_SIZE

        wall.boundary_top = 8 * GRID_PIXEL_SIZE
        wall.boundary_bottom = 4 * GRID_PIXEL_SIZE
        wall.change_x = 2 * SPRITE_SCALING
        wall.change_y = 2 * SPRITE_SCALING

        self.all_wall_list.append(wall)
        self.moving_wall_list.append(wall)

        self.physics_engine = \
            arcadeplus.PhysicsEnginePlatformer(self.player_sprite,
                                           self.all_wall_list,
                                           gravity_constant=GRAVITY)

        # Set the background color
        arcadeplus.set_background_color(arcadeplus.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