def setup(self, win):
     left, self.screen_width, bottom, self.screen_height = win.get_viewport(
     )
     self.coils = ActorList()
     self.light_layer = LightLayer(self.screen_width, self.screen_height)
     # self.light_layer.set_background_color(arcade.color.BLACK)
     radius = 1000
     b = arcade.color.MIDNIGHT_BLUE
     darken = 0.2
     light_color = b[0] * darken, b[1] * darken, b[2] * darken
     self.light1 = Light(0,
                         0,
                         radius=radius,
                         mode='soft',
                         color=light_color)
     self.light_layer.add(self.light1)
     self.light2 = Light(0,
                         0,
                         radius=radius,
                         mode='soft',
                         color=light_color)
     self.light_layer.add(self.light2)
     self.light3 = Light(0,
                         0,
                         radius=radius,
                         mode='soft',
                         color=light_color)
     self.light_layer.add(self.light3)
     self.light4 = Light(0,
                         0,
                         radius=radius,
                         mode='soft',
                         color=light_color)
     self.light_layer.add(self.light4)
Esempio n. 2
0
    def flower_light(self):
        self.light_layer = LightLayer(SCREEN_WIDTH, SCREEN_HEIGHT)
        self.light_layer.set_background_color(arcade.color.BLACK)

        self.player_light = Light(0, 0, 390, arcade.color.WHITE, mode="soft")
        self.light_layer.add(self.player_light)

        for i, flower in enumerate(self.player.equipment.flower_slot):
            flower.light = Light(0,
                                 0,
                                 radius=flower.texture.width / 3,
                                 color=flower.flower_color,
                                 mode="soft")
            self.light_layer.add(flower.light)
Esempio n. 3
0
 def toggle_torch(self):
     # get closest unlit torch
     unlit_torch = arcade.get_closest_sprite(self.player, self.unlit_lights)
     dist = unlit_torch[1]
     unlit_torch = unlit_torch[0]
     # if torch is within action range, turn it on
     if dist < ACTION_RANGE:
         # create new lit torch to replace unlit torch
         new_torch = items.Torch(unlit_torch.center_x, unlit_torch.center_y, SCALE)
         # get rid of unlit torch
         unlit_torch.kill()
         # add torch to list of torches
         self.light_list.append(new_torch)
         # create a new light source and assign it to the torch
         light = Light(new_torch.center_x, new_torch.center_y, TORCH_RADIUS, TORCH_LIGHT, 'soft')
         self.torches[new_torch] = light
         self.light_layer.add(light)
     else:
         lit_torch = arcade.get_closest_sprite(self.player, self.light_list)
         dist = lit_torch[1]
         lit_torch = lit_torch[0]
         # self.torches.pop(lit_torch)
         # if there isnt an unlit torch in range, but there is a lit torch, turn it off
         if dist < ACTION_RANGE:
             # make new unlit torch
             new_torch = items.UnlitTorch(lit_torch.center_x, lit_torch.center_y, SCALE)
             # get rid of light source
             light = self.torches[lit_torch]
             self.light_layer.remove(light)
             # get rid of lit torch and add unlit torch
             lit_torch.kill()
             self.unlit_lights.append(new_torch)
Esempio n. 4
0
    def setup(self):
        # create the light layer (width and height of screen)
        self.light_layer = LightLayer(SW, SH)
        # set background color
        self.light_layer.set_background_color(arcade.color.BLACK)

        # create the player light
        radius = 100 * SCALE
        mode = 'soft'
        color = arcade.csscolor.WHITE
        self.player_light = Light(0, 0, radius, color, mode)
        # add the light layer
        self.light_layer.add(self.player_light)
        # create a light for each torch
        for torch in self.light_list:
            light = TorchLight(torch.center_x, torch.center_y, TORCH_RADIUS)
            self.light_layer.add(light)
            self.torches[torch] = light
        # lighting for torches that cant be unlit
        for torch in self.perma_torches:
            light = TorchLight(torch.center_x, torch.center_y, TORCH_RADIUS)
            self.light_layer.add(light)
            self.torches[torch] = light


        # add loot to chests
        loot = []
        for room in self.room_loot:
            loot += room
        for chest, loot in zip(self.chests, loot):
            chest.loot = loot
Esempio n. 5
0
    def __init__(self):
        if GameEngine.__instance != None:
            raise Exception("singleton! class")
        else:
            GameEngine.__instance == self

        self.stories = {}  # 階層を格納する変数
        self.cur_level = None

        self.player = None
        self.game_map = None
        self.action_queue = []
        self.messages = deque(maxlen=8)
        self.selected_item = 0  # キー押下で直接選択したアイテム
        self.turn_check = []
        self.game_state = GAME_STATE.NORMAL
        self.skill_shape = None
        self.grid_select_handlers = []
        self.move_switch = True
        self.damage_pop = []
        self.pop_position = 30
        self.messenger = None
        self.found_item = []  # 発見済みのアイテム

        self.player = Player(inventory=Inventory(capacity=18))

        # 光源システム
        self.light_layer = LightLayer(SCREEN_WIDTH, SCREEN_HEIGHT)
        self.light_layer.set_background_color(arcade.color.BLACK)

        self.player_light = Light(0, 0, 390, (230, 230, 230), mode="soft")
        self.light_layer.add(self.player_light)
Esempio n. 6
0
    def __init__(self, width, height, title):
        """
        Set up the application.
        """
        super().__init__(width, height, title)
        self.time = 0
        self.background = arcade.load_texture(":resources:images/backgrounds/abstract_1.jpg")

        self.torch_list = arcade.SpriteList(is_static=True)
        self.torch_list.extend([
            arcade.Sprite(":resources:images/tiles/torch1.png", scale=0.4, center_x=100, center_y=150),
            arcade.Sprite(":resources:images/tiles/torch1.png", scale=0.4, center_x=300, center_y=150),
            arcade.Sprite(":resources:images/tiles/torch1.png", scale=0.4, center_x=500, center_y=150),
            arcade.Sprite(":resources:images/tiles/torch1.png", scale=0.4, center_x=700, center_y=150),

            arcade.Sprite(":resources:images/tiles/torch1.png", scale=0.4, center_x=100, center_y=450),
            arcade.Sprite(":resources:images/tiles/torch1.png", scale=0.4, center_x=300, center_y=450),
            arcade.Sprite(":resources:images/tiles/torch1.png", scale=0.4, center_x=500, center_y=450),
            arcade.Sprite(":resources:images/tiles/torch1.png", scale=0.4, center_x=700, center_y=450),
        ])

        self.light_layer = LightLayer(SCREEN_WIDTH, SCREEN_HEIGHT)
        # Add lights to the location of the torches. We're just using hacky tweak value list here
        params = (
            (100, 'hard'),
            (100, 'hard'),
            (100, 'hard'),
            (100, 'hard'),
            (120, 'soft'),
            (120, 'soft'),
            (120, 'soft'),
            (120, 'soft'),
        )
        for sprite, p in zip(self.torch_list, params):
            self.light_layer.add(
                Light(sprite.center_x, sprite.center_y, radius=p[0], mode=p[1]),
            )
        self.moving_light = Light(400, 300, radius=300, mode='soft')
        self.light_layer.add(self.moving_light)
Esempio n. 7
0
    def on_key_press(self, symbol: int, modifiers: int):
        global SCALE

        key = chr(symbol)
        # if key in movement controls add to keys pressed
        if key in list(self.controls.keys()):
            self.keys_pressed.append(key)
        elif key == 'q':  # toggle torches on the wall on/off
            if not self.loot_chest():
                self.toggle_torch()

        elif key == 'e':
            if self.show_inv:
                self.show_inv = False
            else:
                self.show_inv = True

        elif symbol == arcade.key.SPACE and self.show_text:
            self.show_text = False
            self.text = None

        elif key == 'm':
            print("mouse_pos:", self.mouse_pos)
            print("playerpos:", self.player.position)
            self.scroll_manager.output_values()

        # toggle the players candle
        elif symbol == arcade.key.SPACE:
            # if the player is holding a candle, toggle it off
            if self.player.holding_candle:
                self.player.toggle_candle()  # toggle
                self.light_layer.remove(self.candle_light)  # remove light source
                self.perma_torches.remove(self.candle)  # remove from torches (it will not draw anymore)
                self.player_light.radius = 100 * SCALE # re-enable player default light
                self.candle = None  # set candle to None
            # if player isn't holding candle, toggle it on
            else:
                # toggle
                self.player.toggle_candle()
                # create lightsource object

                light = Light(self.player.candle.center_x, self.player.candle.center_y, 400 * SCALE, TORCH_LIGHT, 'soft')
                self.perma_torches.append(self.player.candle)  # add player candle to perma_torches (cant be toggled by pressing q)
                self.candle = self.player.candle  # set the candle to the players candle
                self.candle_light = light  # set candle light to light object
                self.player_light.radius = 0  # disable the players default light
                self.light_layer.add(self.candle_light)  # add light source to light layer

        self.key_change()
Esempio n. 8
0
    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()
        self.bullet_list = arcade.SpriteList()
        self.explosions_list = arcade.SpriteList()
        self.wall_list = maps.create_walls()

        # Set up the player
        self.score = 0

        # Image from kenney.nl
        self.player = player.PlayerCharacter()
        self.player.center_x = 0
        self.player.center_y = 0
        self.player_list.append(self.player)
        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player, self.wall_list)

        # Create the coins
        for coin_index in range(COIN_COUNT):

            # Create the coin instance
            # Coin image from kenney.nl
            coin = arcade.Sprite(":resources:images/items/coinGold.png",
                                 SPRITE_SCALING_COIN)

            # Position the coin
            coin.center_x = random.randrange(SCREEN_WIDTH)
            coin.center_y = random.randrange(150, SCREEN_HEIGHT)

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

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

        # Lighting
        self.light_layer = LightLayer(SCREEN_WIDTH, SCREEN_HEIGHT)
        self.light_layer.set_background_color(arcade.color.CELESTIAL_BLUE)

        # Player lighting
        self.player_light = Light(0, 0, self.player_radius,
                                  arcade.csscolor.WHITE, 'soft')
        self.light_layer.add(self.player_light)
Esempio n. 9
0
    def __init__(self, map_list):
        super().__init__()

        arcade.set_background_color(arcade.color.AMAZON)

        # Player sprite
        self.player_sprite = None
        self.player_sprite_list = None

        # 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

        # Physics engine
        self.physics_engine = None

        # Maps
        self.map_list = map_list

        # Name of map we are on
        self.cur_map_name = None

        self.message_box = None
        self.selected_item = 1

        f = open("item_dictionary.json")
        self.item_dictionary = json.load(f)

        f = open("characters_dictionary.json")
        self.enemy_dictionary = json.load(f)

        # Cameras
        self.camera_sprites = arcade.Camera(self.window.width, self.window.height)
        self.camera_gui = arcade.Camera(self.window.width, self.window.height)

        # Create a small white light
        x = 100
        y = 200
        radius = 150
        mode = 'soft'
        color = arcade.csscolor.WHITE
        self.player_light = Light(x, y, radius, color, mode)
Esempio n. 10
0
    def __init__(self, width, height, title):
        """
        Set up the application.
        """
        super().__init__(width, height, title)
        self.time = 0
        self.frame = 0
        self.background = arcade.load_texture(
            ":resources:images/backgrounds/abstract_1.jpg")

        self.light_layer = LightLayer(SCREEN_WIDTH, SCREEN_HEIGHT)
        self.light_layer.set_background_color(arcade.color.WHITE)
        # Add some random lights
        for _ in range(500):
            self.light_layer.add(
                Light(random.randrange(0, SCREEN_WIDTH),
                      random.randrange(0, SCREEN_HEIGHT),
                      radius=50,
                      mode='soft',
                      color=(random.randint(0, 255), random.randint(0, 255),
                             random.randint(0, 255))), )
    def setup(self):
        """ Create everything """

        # Create sprite lists
        self.background_sprite_list = arcade.SpriteList()
        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()

        # Create player sprite
        self.player_sprite = arcade.Sprite(
            ":resources:images/animated_characters/female_person/femalePerson_idle.png",
            0.4)
        self.player_sprite.center_x = 64
        self.player_sprite.center_y = 270
        self.player_list.append(self.player_sprite)

        # --- Light related ---
        # Lights must shine on something. If there is no background sprite or color,
        # you will just see black. Therefore, we use a loop to create a whole bunch of brick tiles to go in the
        # background.
        for x in range(-128, 2000, 128):
            for y in range(-128, 1000, 128):
                sprite = arcade.Sprite(
                    ":resources:images/tiles/brickTextureWhite.png")
                sprite.position = x, y
                self.background_sprite_list.append(sprite)

        # Create a light layer, used to render things to, then post-process and
        # add lights. This must match the screen size.
        self.light_layer = LightLayer(SCREEN_WIDTH, SCREEN_HEIGHT)
        # We can also set the background color that will be lit by lights,
        # but in this instance we just want a black background
        self.light_layer.set_background_color(arcade.color.BLACK)

        # Here we create a bunch of lights.

        # Create a small white light
        x = 100
        y = 200
        radius = 100
        mode = 'soft'
        color = arcade.csscolor.WHITE
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        # Create an overlapping, large white light
        x = 300
        y = 150
        radius = 200
        color = arcade.csscolor.WHITE
        mode = 'soft'
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        # Create three, non-overlapping RGB lights
        x = 50
        y = 450
        radius = 100
        mode = 'soft'
        color = arcade.csscolor.RED
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        x = 250
        y = 450
        radius = 100
        mode = 'soft'
        color = arcade.csscolor.GREEN
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        x = 450
        y = 450
        radius = 100
        mode = 'soft'
        color = arcade.csscolor.BLUE
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        # Create three, overlapping RGB lights
        x = 650
        y = 450
        radius = 100
        mode = 'soft'
        color = arcade.csscolor.RED
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        x = 750
        y = 450
        radius = 100
        mode = 'soft'
        color = arcade.csscolor.GREEN
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        x = 850
        y = 450
        radius = 100
        mode = 'soft'
        color = arcade.csscolor.BLUE
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        # Create three, overlapping RGB lights
        # But 'hard' lights that don't fade out.
        x = 650
        y = 150
        radius = 100
        mode = 'hard'
        color = arcade.csscolor.RED
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        x = 750
        y = 150
        radius = 100
        mode = 'hard'
        color = arcade.csscolor.GREEN
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        x = 850
        y = 150
        radius = 100
        mode = 'hard'
        color = arcade.csscolor.BLUE
        light = Light(x, y, radius, color, mode)
        self.light_layer.add(light)

        # Create a light to follow the player around.
        # We'll position it later, when the player moves.
        # We'll only add it to the light layer when the player turns the light
        # on. We start with the light off.
        radius = 150
        mode = 'soft'
        color = arcade.csscolor.WHITE
        self.player_light = Light(0, 0, radius, color, mode)

        # Create the physics engine
        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        # Set the viewport boundaries
        # These numbers set where we have 'scrolled' to.
        self.view_left = 0
        self.view_bottom = 0
Esempio n. 12
0
def load_map(map_name):
    """
    Load a map
    """

    game_map = GameMap()
    game_map.map_layers = OrderedDict()
    game_map.characters = arcade.SpriteList()
    game_map.light_layer = LightLayer(100, 100)

    # List of blocking sprites
    game_map.wall_list = arcade.SpriteList()

    layer_options = {
        'trees_blocking': {
            "use_spatial_hash": True,
        },
        'misc_blocking': {
            "use_spatial_hash": True,
        },
        'bridges': {
            "use_spatial_hash": True,
        },
        'water_blocking': {
            "use_spatial_hash": True,
        },
    }

    # Read in the tiled map
    print(f"Loading map: {map_name}")
    my_map = arcade.tilemap.load_tilemap(map_name,
                                         scaling=TILE_SCALING,
                                         layer_options=layer_options)

    if 'characters' in my_map.object_lists:
        f = open("characters_dictionary.json")
        character_dictionary = json.load(f)
        character_object_list = my_map.object_lists['characters']

        for character_object in character_object_list:

            if 'type' not in character_object.properties:
                print(
                    f"No 'type' field for character in map {map_name}. {character_object.properties}"
                )
                continue

            character_type = character_object.properties['type']
            if character_type not in character_dictionary:
                print(
                    f"Unable to find '{character_type}' in characters_dictionary.json."
                )
                continue

            character_data = character_dictionary[character_type]
            shape = character_object.shape

            if isinstance(shape, list) and len(shape) == 2:
                # Point
                character_sprite = CharacterSprite(
                    f"characters/{character_data['images']}")
                character_sprite.position = shape
            elif isinstance(shape, list) and len(shape[0]) == 2:
                # Rect or polygon.
                location = [shape[0][0], shape[0][1]]
                character_sprite = PathFollowingSprite(
                    f"characters/{character_data['images']}")
                character_sprite.position = location
                path = []
                for point in shape:
                    location = [point[0], point[1]]
                    path.append(location)
                character_sprite.path = path
            else:
                print(
                    f"Unknown shape type for character with shape '{shape}' in map {map_name}."
                )
                continue

            print(
                f"Adding character {character_type} at {character_sprite.position}"
            )
            game_map.characters.append(character_sprite)

    if 'lights' in my_map.object_lists:
        lights_object_list = my_map.object_lists['lights']

        for light_object in lights_object_list:
            if 'color' not in light_object.properties:
                print(f"No color for light in map {map_name}.")
                continue

            shape = light_object.shape

            if isinstance(shape, list) and len(shape) == 2:
                # Point
                if 'radius' in light_object.properties:
                    radius = light_object.properties['radius']
                else:
                    radius = 150
                mode = 'soft'
                color = light_object.properties['color']
                color = (color.red, color.green, color.blue)
                light = Light(shape[0], shape[1], radius, color, mode)
                game_map.light_layer.add(light)
                print("Added light", color, "radius", radius)
            else:
                print("Failed to add light")
    else:
        # Hack
        x = 0
        y = 0
        radius = 1
        mode = 'soft'
        color = arcade.csscolor.WHITE
        dummy_light = Light(x, y, radius, color, mode)
        game_map.light_layer.add(dummy_light)
        print("Added default light")

    # Get all the tiled sprite lists
    # Get all the tiled sprite lists
    game_map.map_layers = my_map.sprite_lists

    # Define the size of the map, in tiles
    game_map.map_size = my_map.width, my_map.height

    # Set the background color
    game_map.background_color = my_map.background_color

    game_map.properties = my_map.properties

    # Any layer with '_blocking' in it, will be a wall
    for layer in game_map.map_layers:
        if '_blocking' in layer:
            game_map.wall_list.extend(game_map.map_layers[layer])

    return game_map