def setup(self): # Set the background color arcade.set_background_color(arcade.color.AMAZON) # Reset the view port self.view_left = 0 self.view_bottom = 0 # Sprite lists self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() # Reset the score self.score = 0 # Create the player self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING_PLAYER) self.player_sprite.center_x = 50 self.player_sprite.center_y = 64 self.player_list.append(self.player_sprite) # --- Manually place walls # Manually create and position a box at 300, 200 wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING_BOX) wall.center_x = 300 wall.center_y = 200 self.wall_list.append(wall) # Manually create and position a box at 364, 200 wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING_BOX) wall.center_x = 364 wall.center_y = 200 self.wall_list.append(wall) # --- Place boxes inside a loop for x in range(173, 650, 64): wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING_BOX) wall.center_x = x wall.center_y = 350 self.wall_list.append(wall) # --- Place walls with a list coordinate_list = [[400, 500], [470, 500], [400, 570], [470, 570]] # Loop through coordinates for coordinate in coordinate_list: wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING_BOX) wall.center_x = coordinate[0] wall.center_y = coordinate[1] self.wall_list.append(wall) # Create the physics engine. Give it a reference to the player, and # the walls we can't run into. self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list)
def setup(self): # Sprite lists self.all_sprites_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() # self.ammo_list = arcade.SpriteList() # self.arrow_list = arcade.SpriteList() # self.enemy_list = arcade.SpriteList() # self.fireball_list = arcade.SpriteList() self.chest_list = arcade.SpriteList() # self.potion_list = arcade.SpriteList() self.effect_list = arcade.SpriteList() # Map Generation self.blocks = [[True for useless in range(BR_Y)] for useless in range(BR_X)] self.direction = "right" self.ng_x = 0 self.ng_y = 0 self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list) arcade.set_background_color(arcade.color.BLACK) self.generate_map() arcade.play_sound(self.sound_list[0])
def setup(self): self.player_list = arcade.SpriteList() self.player = arcade.AnimatedTimeBasedSprite() #* тут прописываем физику поведения спрайтов персонажа и преград self.physics_engine = arcade.PhysicsEngineSimple( """дописать спрайты""")
def setUp(self): self.shipList = arcade.SpriteList() # This is empty right now but when it's populated # the ship will crash into the asteroid Sprites self.asteroidList = arcade.SpriteList() self.powerupList = arcade.SpriteList() for x in range(4): powerupSprite = powerup("Assets/powerup.png", 1) powerupSprite.center_x = _width / (x + 1) powerupSprite.center_y = _width / (x + 1) self.powerupList.append(powerupSprite) self.shipSprite = ship("Assets/bluecarrier.png", .125) self.shipSprite.center_x = _width / 2 self.shipSprite.center_y = _height / 2 self.laserList = arcade.SpriteList() self.addAsteroids(self.asteroidCount) self.shipList.append(self.shipSprite) # The second param makes it so that the first element pass through it # so for this we need to asteroids to overlap the ship so we have a # collision self.phyEngine = arcade.PhysicsEngineSimple(self.shipSprite, arcade.SpriteList())
def setup(self): self.background = arcade.load_texture("images/BG_tiled_.png", ) self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.player_sprite = arcade.Sprite("images/personagempng_Idle_0.png", 1) self.player_sprite.center_x = 64 self.player_sprite.center_y = 130 self.player_list.append(self.player_sprite) for x in range(200, 1650, 210): for y in range(0, 100, 64): if random.randrange(5) > 0: wall = arcade.Sprite("images/box.png", SPRITE_SCALING) wall.center_x = x wall.center_y = y self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list) self.view_left = 0 self.view_bottom = 0
def __init__(self, width, height, title): super().__init__(width, height, title) file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) arcade.set_background_color(arcade.color.AMAZON) self.character_list = arcade.SpriteList() self.character_sprite = arcade.Sprite( "../../arcade/examples/images/character.png", CHARACTER_SCALING) self.character_sprite.center_x = 50 self.character_sprite.center_y = 50 self.character_sprite.change_x = 5 self.character_sprite.change_y = 5 self.character_list.append(self.character_sprite) self.wall_list = arcade.SpriteList() sprite = arcade.Sprite( "../../arcade/examples/images/boxCrate_double.png", CHARACTER_SCALING) sprite.position = (130, 130) sprite.angle = 90 self.wall_list.append(sprite) self.physics_engine = arcade.PhysicsEngineSimple( self.character_sprite, self.wall_list)
def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() self.brick_list = arcade.SpriteList() self.bomb_list = arcade.SpriteList() # Set up the player self.player_sprite = Player("character_femalePerson_idle.png", SPRITE_SCALING-0.125) self.player_sprite.center_x = 50 self.player_sprite.center_y = 50 self.player_list.append(self.player_sprite) # Set up the bricks # Place bricks inside a loop for x in range(64, SCREEN_WIDTH -1, 128): for y in range(128, SCREEN_HEIGHT -1, 128): # Need to fix. wall = arcade.Sprite("brickGrey.png", SPRITE_SCALING) wall.center_x = x wall.center_y = y self.brick_list.append(wall) # Set up our simple "physics engine" self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.brick_list)
def setup_instructions(self): arcade.set_background_color(arcade.color.BLACK) self.score = 0 self.view_left = 0 self.view_bottom = 0 self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.homework_list = arcade.SpriteList() self.plane_list = arcade.SpriteList() # image from Pin Clipart(pinclipart.com) self.player_sprite = arcade.Sprite("guyteacher.png", .1) self.player_sprite.center_x = 50 self.player_sprite.center_y = 96 self.player_list.append(self.player_sprite) # image from Pin Clipart(pinclipart.com) self.homework_sprite = arcade.Sprite("homework2.png", 0.12) self.homework_sprite.center_x = 500 self.homework_sprite.center_y = 96 self.homework_list.append(self.homework_sprite) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list)
def __init__(self, width, height, title): super().__init__(width, height, title) file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) arcade.set_background_color(arcade.color.AMAZON) self.character_list = arcade.SpriteList() self.character_sprite = arcade.Sprite( ":resources:images/animated_characters/female_person/femalePerson_idle.png", CHARACTER_SCALING) self.character_sprite.center_x = 250 self.character_sprite.center_y = 250 self.character_sprite.change_x = 5 self.character_sprite.change_y = 5 self.character_list.append(self.character_sprite) self.wall_list = arcade.SpriteList() sprite = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", CHARACTER_SCALING) sprite.position = (330, 330) sprite.angle = 90 self.wall_list.append(sprite) sprite = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", CHARACTER_SCALING) sprite.position = (170, 170) sprite.angle = 45 self.wall_list.append(sprite) self.physics_engine = arcade.PhysicsEngineSimple( self.character_sprite, self.wall_list)
def setup(self): self.allsprites=arcade.SpriteList() self.walls=arcade.SpriteList() self.score=0 self.playersprite=arcade.Sprite("images/alienBeige.png",sprite_scale) self.playersprite.center_x = 172 self.playersprite.center_y = 300 self.allsprites.append(self.playersprite) for x in range(172,650,35): wall = arcade.Sprite("images/grassBlock.png",sprite_scale) wall.center_x=x wall.center_y=180 self.allsprites.append(wall) self.walls.append(wall) for y in range(273,500,35): wall=arcade.Sprite("images/grassBlock.png",sprite_scale) wall.center_x=465 wall.center_y=y self.allsprites.append(wall) self.walls.append(wall) self.phys = arcade.PhysicsEngineSimple(self.playersprite,self.walls) arcade.set_background_color(arcade.color.AMAZON)
def setup(self): # creates an animated sprite for the player, sets animation refresh to once every 15 frames self.player_list = arcade.SpriteList() self.player = arcade.AnimatedTimeSprite() self.player.texture_change_frames = 30 # spawning in facing forward self.face_forward() # sets positional center of player sprite self.player.center_x = 800 // 2 self.player.center_y = 800 // 2 # adds player sprite to list of player sprites self.player_list.append(self.player) # loads tiled map my_map = arcade.tilemap.read_tmx("Maps/test-map-4.tmx") self.ground_list = arcade.tilemap.process_layer( my_map, "ground", 1, "images") # loads walls in tiled map self.wall_list = arcade.tilemap.process_layer(my_map, "walls", 1, "images") # inits physics engine self.physics_engine = arcade.PhysicsEngineSimple( self.player, self.wall_list)
def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() # Set up the player self.player_sprite = player.Player( "images/car_small.png", SPRITE_SCALING, ) self.player_sprite.center_x = SCREEN_WIDTH / 2 self.player_sprite.center_y = SCREEN_HEIGHT / 2 self.player_list.append(self.player_sprite) # -- Set up several columns of walls for x in range(200, 1650, 300): for y in range(0, 1000, 64): # Randomly skip a box so the player can find a way through if random.randrange(5) > 0: wall = arcade.Sprite("images/crate_small.png", SPRITE_SCALING) wall.center_x = x wall.center_y = y self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list)
def setup(self): # Spieler self.player_list = arcade.SpriteList() self.player_sprite = arcade.Sprite("images/ftr2_fr1.gif") self.player_sprite.center_x = 320 self.player_sprite.center_y = 240 self.player_list.append(self.player_sprite) # Mauer self.wall_list = arcade.SpriteList() wall = arcade.Sprite("images/wall.png") wall.center_x = 200 wall.center_y = 200 self.wall_list.append(wall) wall = arcade.Sprite("images/wall.png") wall.center_x = 232 wall.center_y = 200 self.wall_list.append(wall) wall = arcade.Sprite("images/wall.png") wall.center_x = 264 wall.center_y = 200 self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list)
def setup(self): self.player_list = arcade.SpriteList() self.player_sprite = PlayerSprite("images/character.png", PLAYER_SPRITE_SCALING) self.player_list.append(self.player_sprite) self.view_left = 0 self.view_bottom = 0 self.current_level_no = 0 arcade.set_viewport(self.view_left, WINDOW_WIDTH + self.view_left, self.view_bottom, WINDOW_HEIGHT + self.view_bottom) self.current_state = INSTRUCTIONS_PAGE_0 self.message_queue = [] self.level_list = create_levels(self.player_sprite) self.current_level = self.level_list[self.current_level_no] arcade.set_background_color(arcade.color.WHITE) # Set up the player for level in self.level_list: for wall in level.wall_list: level.all_obstacles.append(wall) for creature in level.creature_list: level.all_obstacles.append(creature) level.all_obstacles.append(self.player_sprite) randomly_place_sprite(self.player_sprite, self.current_level.all_obstacles) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.current_level.all_obstacles)
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) 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 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
def update(self, delta_time: float): if self.lives > 0: self.physics_engine.update() if self.current_Funky.left < 1 or self.current_Funky.right >= self.width: self.current_Funky.change_x = 0 for sprite in self.dots: sprite.update() if self.current_Funky.left - sprite.width <= sprite.left <= self.current_Funky.right: if sprite.change_y < 0 and abs( sprite.bottom - self.current_Funky.top) <= 2: self._reflect(sprite) elif sprite.change_y > 0 and abs( sprite.top - self.current_Funky.bottom) <= 2: self._reflect(sprite) if self.current_Funky.bottom <= sprite.center_y <= self.current_Funky.top: if abs(sprite.right - self.current_Funky.left) <= 2: sprite.change_x = -sprite.change_x elif abs(sprite.left - self.current_Funky.right) <= 2: sprite.change_x = -sprite.change_x self.dots = [self._swap_color(s) for s in self.dots] if self.score >= self.next_score and self.level < len( self.the_funky_blue): self.level += 1 self.next_score += 1 smallerFunky = self.the_funky_blue[-self.level] placeSprite(smallerFunky, self.current_Funky.center_x, self.current_Funky.center_y) self.current_Funky = smallerFunky self.physics_engine = arcade.PhysicsEngineSimple( self.current_Funky, arcade.SpriteList())
def game_setup(self): self.player_sprite = arcade.Sprite("resources/images/slayer.png", PLAYER_SCALING) self.player_sprite.center_x = 100 self.player_sprite.center_y = 100 self.player_list = arcade.SpriteList() self.player_list.append(self.player_sprite) self.slayer = slayer.Slayer() self.rooms = [] room0 = room_setup.setup_room_1() self.rooms.append(room0) room1 = room_setup.setup_room_2() self.rooms.append(room1) room2 = room_setup.setup_room_3() self.rooms.append(room2) room3 = room_setup.setup_room_4() self.rooms.append(room3) room4 = room_setup.setup_room_5() self.rooms.append(room4) room5 = room_setup.setup_room_6() self.rooms.append(room5) self.current_room = 0 self.set_difficulty(self.difficulty) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.rooms[self.current_room].wall_list) self.player_ui = playerUI.playerUI() self.player_ui.setup() self.attack_cooldown = 0
def setup(self): self.the_funky_blue = arcade.SpriteList() for i in range(1, 11): funky_blue = arcade.Sprite( "assets/funky_blue_colour_{}.jpg".format(i), SPRITE_SCALING_FUNKY) self.the_funky_blue.append(funky_blue) self.add_lifes() self.current_Funky = self.the_funky_blue[-1] placeSprite(self.current_Funky, SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2) self.dots = [] blueTopDot = BounceDotSprite(DOT_SIDE_LENGTH, DOT_SIDE_LENGTH, "#0000ff", self) placeSprite(blueTopDot, SCREEN_WIDTH // 2, SCREEN_HEIGHT - DOT_SIDE_LENGTH) blueTopDot.rand_velocity(5, math.pi + 0.5, 2 * (math.pi) - 0.5) self.dots.append(blueTopDot) redBottomDot = BounceDotSprite(DOT_SIDE_LENGTH, DOT_SIDE_LENGTH, "#ff0000", self) placeSprite(redBottomDot, SCREEN_WIDTH // 2, DOT_SIDE_LENGTH) redBottomDot.rand_velocity(5, 0.5, math.pi - 0.5) self.dots.append(redBottomDot) self.physics_engine = arcade.PhysicsEngineSimple( self.current_Funky, arcade.SpriteList()) self.score = 0 self.level = 1 self.next_score = 10
def setup(self): self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.player_sprite = arcade.Sprite("test_sprite_up.png", 0.2) self.wall_sprite = arcade.Sprite("wooden_wall.jpg", 0.2) self.player_sprite.center_x = SCREEN_WIDTH / 2 self.player_sprite.center_y = SCREEN_HEIGHT / 2 self.player_list.append(self.player_sprite) # -- Set up the walls # Create a row of boxes for x in range(173, 650, 64): wall = arcade.Sprite("wooden_wall.jpg", 0.3) wall.center_x = x wall.center_y = 200 self.wall_list.append(wall) # Create a column of boxes for y in range(273, 500, 64): wall = arcade.Sprite("wooden_wall.jpg", 0.3) wall.center_x = 465 wall.center_y = y self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list) self.background = arcade.load_texture("grass.png")
def setupRoom1(self): wall_res = ":resources:images/tiles/dirtCenter.png" # Wall 1 for lenghts in np.arange(0, SCREEN_HEIGHT / 3, SPRITE_SIZE): wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING) wall_sprite.center_x = SCREEN_WIDTH / 3 wall_sprite.center_y = lenghts self.wall_list.append(wall_sprite) wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING) wall_sprite.center_x = SCREEN_WIDTH / 3 wall_sprite.center_y = SCREEN_HEIGHT / 3 self.wall_list.append(wall_sprite) # Wall 2 for lenghts in np.arange(SCREEN_WIDTH, 2 * SCREEN_WIDTH / 3, -SPRITE_SIZE): wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING) wall_sprite.center_x = lenghts wall_sprite.center_y = 2 * SCREEN_HEIGHT / 3 self.wall_list.append(wall_sprite) wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING) wall_sprite.center_x = 2 * SCREEN_WIDTH / 3 wall_sprite.center_y = 2 * SCREEN_HEIGHT / 3 self.wall_list.append(wall_sprite) # Wall 3 for lenghts in np.arange(0, SCREEN_WIDTH / 2, SPRITE_SIZE): wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING) wall_sprite.center_x = lenghts wall_sprite.center_y = 2 * SCREEN_HEIGHT / 3 self.wall_list.append(wall_sprite) wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING) wall_sprite.center_x = SCREEN_WIDTH / 2 wall_sprite.center_y = 2 * SCREEN_HEIGHT / 3 self.wall_list.append(wall_sprite) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list) wat_sprite = arcade.Sprite(":resources:images/items/gemBlue.png", SPRITE_SCALING) wat_sprite.center_x = SCREEN_WIDTH / 6 wat_sprite.center_y = SCREEN_HEIGHT / 6 self.interest_list.append(wat_sprite) fir_sprite = arcade.Sprite(":resources:images/items/gemRed.png", SPRITE_SCALING) fir_sprite.center_x = 5 * SCREEN_WIDTH / 6 fir_sprite.center_y = SCREEN_HEIGHT / 2 self.interest_list.append(fir_sprite) tab_sprite = arcade.Sprite(":resources:images/items/gemGreen.png", SPRITE_SCALING) tab_sprite.center_x = SCREEN_WIDTH / 4 tab_sprite.center_y = 5 * SCREEN_HEIGHT / 6 self.interest_list.append(tab_sprite)
def setup(self): """ Set up the game and initialize the variables. """ self.settings = GameSettings() # Set up the player self.player_sprite = player.MainPlayerSprite( self.settings.SPRITE_SCALING) self.player_sprite.center_x = 100 self.player_sprite.center_y = 100 self.player_list = arcade.SpriteList() self.player_list.append(self.player_sprite) # Our list of rooms self.rooms = [] # Create the rooms. Extend the pattern for each room. self.rooms.append(rooms.home.setup_room(self.settings)) self.rooms.append(rooms.dark_forest.setup_room(self.settings)) # Our starting room number self.current_room = 0 # Create a physics engine for this room self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.rooms[self.current_room].wall_list)
def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() # https://opengameart.org/content/animated-top-down-survivor-player # Set up the player self.player_sprite = Player("survivor-idle_rifle_0.png", 0.5) self.player_sprite.center_x = SCREEN_WIDTH / 2 self.player_sprite.center_y = SCREEN_HEIGHT / 2 self.player_list.append(self.player_sprite) self.wall_list = arcade.SpriteList() self.chest_list = arcade.SpriteList() self.bullet_list = arcade.SpriteList() self.score = 0 # Set up the player # https://opengameart.org/content/animated-top-down-survivor-player # -- Set up several columns of walls for x in range(-700, 1700, 100): # sprite form https://opengameart.org/content/bush-png wall = arcade.Sprite("bush_11.png", SPRITE_SCALING) wall.center_x = x wall.center_y = -300 self.wall_list.append(wall) for x in range(-700, 1700, 100): # sprite form https://opengameart.org/content/bush-png wall = arcade.Sprite("bush_11.png", SPRITE_SCALING) wall.center_x = x wall.center_y = 1025 self.wall_list.append(wall) for y in range(-300, 1025, 100): # sprite form https://opengameart.org/content/bush-png wall = arcade.Sprite("bush_11.png", SPRITE_SCALING) wall.center_x = -700 wall.center_y = y self.wall_list.append(wall) for y in range(-300, 1025, 100): # sprite form https://opengameart.org/content/bush-png wall = arcade.Sprite("bush_11.png", SPRITE_SCALING) wall.center_x = 1700 wall.center_y = y self.wall_list.append(wall) # https://www.pinterest.com/pin/258042253625289337 self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list) # Set the background color arcade.set_background_color(arcade.color.BRITISH_RACING_GREEN) # Set the viewport boundaries # These numbers set where we have 'scrolled' to. self.view_left = 0 self.view_bottom = 0
def setup(self): """ Set up the game here. Call this function to restart the game. """ # Create the Sprite lists self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() # Set up the player, specifically placing it at these coordinates. self.player_sprite = arcade.Sprite("images/player_1/player_stand.png", CHARACTER_SCALING) self.player_sprite.center_x = 64 self.player_sprite.center_y = 120 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 = arcade.Sprite("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 = arcade.Sprite("images/tiles/boxCrate_double.png", TILE_SCALING) wall.position = coordinate self.wall_list.append(wall) # Create the 'physics engine' self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
def setup(self): # Set up the player self.player_sprite = arcade.Sprite("CharecterBack1Transparent.png", SPRITE_SCALING_CHARACTER) self.player_sprite.center_x = 500 self.player_sprite.center_y = 500 self.player_list = arcade.SpriteList() self.player_list.append(self.player_sprite) # List of rooms self.rooms = [] # Create the rooms. Extend the pattern for each room. room = setup_room_0() self.rooms.append(room) room = setup_room_1() self.rooms.append(room) room = setup_room_2() self.rooms.append(room) room = setup_room_3() self.rooms.append(room) room = setup_room_4() self.rooms.append(room) # Our starting room number self.current_room = 0 # Create a physics engine for this room self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.rooms[self.current_room].wall_list)
def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() # Set up the player self.player_sprite = arcade.Sprite("images/character.png", 0.4) self.player_sprite.center_x = 64 self.player_sprite.center_y = 270 self.player_list.append(self.player_sprite) # -- Set up several columns of walls for x in range(200, 1650, 210): for y in range(0, 1000, 64): # Randomly skip a box so the player can find a way through if random.randrange(5) > 0: wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING) wall.center_x = x wall.center_y = y self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list) # 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
def setup(self): # Set up your game here self.player_list = arcade.SpriteList() self.monster_list = arcade.SpriteList() # Score self.score = 0 self.won = False self.player_sprite = arcade.Sprite("knight.png", SPRITE_SCALING_PLAYER) self.player_sprite.center_x = 400 # Starting position self.player_sprite.center_y = 400 self.player_list.append(self.player_sprite) self.rabbit_sprite = arcade.Sprite("bunny.png", SPRITE_SCALING_PLAYER) self.rabbit_sprite.center_x = 50 # Starting position self.rabbit_sprite.center_y = 50 self.monster_list.append(self.rabbit_sprite) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, arcade.SpriteList()) self.clap_queue = multiprocessing.Queue() self.clap_listener = multiprocessing.Process(target=clap_listener, args=(self.clap_queue, )) self.clap_listener.start()
def setup(self): """ Set up the game and initialize the variables. """ # Set up the player self.score = 0 self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING) self.player_sprite.center_x = 100 self.player_sprite.center_y = 100 self.player_list = arcade.SpriteList() self.player_list.append(self.player_sprite) # Our list of rooms self.rooms = [] # Create the rooms. Extend the pattern for each room. room = setup_room_1() self.rooms.append(room) room = setup_room_2() self.rooms.append(room) # Our starting room number self.current_room = 0 # Create a physics engine for this room self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.rooms[self.current_room].wall_list)
def setup(self) -> None: """Setup/reset game state.""" self.road = create_board() self.board_sprite_list = arcade.SpriteList() self.balls = arcade.SpriteList() self.frames = arcade.SpriteList() for row in range(len(self.road)): for column in range(len(self.road[0])): sprite = arcade.Sprite(scale=0.40) for texture in self.textures: sprite.append_texture(texture) sprite.set_texture(self.road[row][column]) sprite.center_x = (BLOCK_WIDTH * column) + BLOCK_WIDTH // 2 sprite.center_y = SCREEN_HEIGHT - BLOCK_HEIGHT * row + BLOCK_HEIGHT // 2 self.board_sprite_list.append(sprite) if self.road[row][column] == Blocks.frame: self.frames.append(sprite) pos = (4, 7, 10) for i, col in enumerate(("red_ball", "blue_ball", "green_ball")): s = arcade.Sprite(f"./resources/{col}.png", scale=0.40) s.position = (pos[i] * BLOCK_WIDTH, SCREEN_HEIGHT / 4) self.balls.append(s) self.engines = [ arcade.PhysicsEngineSimple(ball, self.frames) for ball in self.balls ]
def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_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 = 50 self.player_sprite.center_y = 64 self.player_list.append(self.player_sprite) # -- Set up the walls # Create a row of boxes for x in range(173, 650, 64): wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING) wall.center_x = x wall.center_y = 200 self.wall_list.append(wall) # Create a column of boxes for y in range(273, 500, 64): wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING) wall.center_x = 465 wall.center_y = y self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.wall_list) # Set the background color arcade.set_background_color(arcade.color.AMAZON)
def setup(self): self.setup_map("./maps/map_2/map.tmx") self.bg_sprites = [["walls", self.wall_list], ["floor", self.floor_list], ["deadly", self.deadly_list]] self.fg_sprites = [self.bullets, self.players] ## Parse Config File settings = parseconf.parsefile() # Player setups self.player1 = logic.Player(self, "sprites/duck_pixel.png", TILE_SCALING - 0.2, settings["p1_movement"], settings["p1_action"], 100, self.window.height / 2, settings["p1_name"], Vec2d(1, 0)) self.player2 = logic.Player( self, "sprites/duck_pixel_red.png", TILE_SCALING - 0.2, settings["p2_movement"], settings["p2_action"], self.window.width - 200, self.window.height / 2, settings["p2_name"], Vec2d(-1, 0)) self.agents = list() mode = settings["mode"] if mode != "PvP": self.player2.is_ai = True agent = ai_interface.Agent(settings["p2_ai"], self.player2) agent.observation = self.boardstate self.agents.append(agent) if mode == "EvE": self.player1.is_ai = True agent = ai_interface.Agent(settings["p1_ai"], self.player1) agent.observation = self.boardstate self.agents.append(agent) self.players.append(self.player1) self.players.append(self.player2) self.nonpassable.append(self.player1) self.nonpassable.append(self.player2) for player in self.players: # Physics engine currently only handles player-wall collisions player.physics_engine = arcade.PhysicsEngineSimple( player, self.nonpassable) for _ in range(len(self.players)): self.player_damage_timers.append(self.damage_intervall) ## Boardstate background setup for spritelist in self.bg_sprites: for sprite in spritelist[1]: x = [int(i * COORDINATE_MAPPING) for i in sprite.position] self.boardstate[x[0]][x[1]][0] = spritelist[0]