def setup(self, level): """ Set up the game here. Call this function to restart the game. """ super().setup(level) self.player_one.state.isInPortal = False self.player_one.state.isWithKey = False self.player_one.player_sprite.center_x = 192 self.player_one.player_sprite.center_y = 192 self.player_one.score = 0 self.player_one.cards = (self.controlador.get_cards()) self.player_two.state.isInPortal = False self.player_two.state.isWithKey = False self.player_two.player_sprite.center_x = 192 self.player_two.player_sprite.center_y = 192 self.player_two.score = 0 self.player_two.cards = (self.controlador.get_cards()) # Create the 'physics engine' self.physics_engine_one = arcade.PhysicsEnginePlatformer( self.player_one.player_sprite, self.wall_list, self.controlador.GRAVITY) self.physics_engine_two = arcade.PhysicsEnginePlatformer( self.player_two.player_sprite, self.wall_list, self.controlador.GRAVITY) self.player_list.append(self.player_one.player_sprite) self.player_list.append(self.player_two.player_sprite)
def setup(self, arcade, game, stage, p1, p2): """ Initial setup to prepare the Training Screen """ # Setup Stage game.stage = stage game.platforms = game.stage.platform_list # Setup Players game.player1 = p1 game.player1.reset() game.player1.center_x = game.stage.p1_start_x game.player1.center_y = game.stage.p1_start_y game.player2 = p2 game.player2.reset() game.player2.center_x = game.stage.p2_start_x game.player2.center_y = game.stage.p2_start_y game.playerPlatform1.append(game.player2) game.playerPlatform2.append(game.player1) # Setup Physics game.physics1 = arcade.PhysicsEnginePlatformer(game.player1, game.platforms, gravity_constant=0.5) game.physics2 = arcade.PhysicsEnginePlatformer(game.player2, game.platforms, gravity_constant=0.5) # Game Over Flag self.gameOver = False self.winner = "" # Set new view state game.currentView = game.twoPlayerScreen
def setup(self, level, savex1=192, savex2=192, savey1=192, savey2=192): """ Set up the game here. Call this function to restart the game. """ super().setup(level) self.level = level self.player_one.state().isInPortal = False self.player_one.state().isWithKey = False self.player_one.player_sprite.center_x = savex1 self.player_one.player_sprite.center_y = savey1 self.player_two.state().isInPortal = False self.player_two.state().isWithKey = False self.player_two.player_sprite.center_x = savex2 self.player_two.player_sprite.center_y = savey2 # Create the 'physics engine' self.physics_engine_one = arcade.PhysicsEnginePlatformer( self.player_one.player_sprite, self.wall_list, self.controlador.GRAVITY) self.physics_engine_two = arcade.PhysicsEnginePlatformer( self.player_two.player_sprite, self.wall_list, self.controlador.GRAVITY) self.player_list.append(self.player_one.player_sprite) self.player_list.append(self.player_two.player_sprite)
def update(self, delta_time): """ Movement and game logic """ if self.current_state == INSTRUCTIONS_PAGE: self.draw_instructions_page() # Only move and do things if the game is running. if self.current_state == GAME_RUNNING: self.physics_engine.update() if self.physics_engine.can_jump(): self.DOUBLE_JUMP_AVAILABLE = True # Do some logic here to figure out what room we are in, and if we need to go # to a different room. if self.player_sprite.center_x > SCREEN_WIDTH and self.current_room == 0: self.current_room = 1 self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.rooms[self.current_room].wall_list, gravity_constant=GRAVITY) self.player_sprite.center_x = 0 elif self.player_sprite.center_x < 0 and self.current_room == 1: self.current_room = 0 self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.rooms[self.current_room].wall_list, gravity_constant=GRAVITY) self.player_sprite.center_x = SCREEN_WIDTH
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 health #TODO Do we want to have different health on different levels. #TODO switch health to be stored in character. # Create the Sprite lists self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.damage_list = arcade.SpriteList() self.tweet_list = arcade.SpriteList() self.tan_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList() # Set up the player fallback image. image_source = ":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png" self.player = TrumpCharacter.PlayerCharacter(image_source) self.player_list.append(self.player) self.score = 0 self.player.health = 30 # --- Load in a map from the tiled editor --- self.map = self.maps[self.currentLevel]["map"] self.background = self.maps[self.currentLevel]["background"] self.wall_list = self.map.wall_list self.damage_list = self.map.damage_list for thing in self.map.tweet_list: self.tweet_list.append( item.AnimatedItem("images/items/Tweet/tweet", 16, thing.center_x, thing.center_y, scale=0.5)) for thing in self.map.tan_list: self.tan_list.append( item.AnimatedItem("images/items/Tan/tan", 14, thing.center_x, thing.center_y)) self.enemy_list = self.map.enemy_list self.physics_engine = arcade.PhysicsEnginePlatformer( self.player, self.wall_list, GRAVITY) for enemy in self.enemy_list: enemy.physics = arcade.PhysicsEnginePlatformer( enemy, self.wall_list, GRAVITY) self.base_viewport = arcade.get_viewport() print
def Generate_Enemie(self, numero_de_Portal, pos_x, pos_y): if (numero_de_Portal == 0): alive = False for enemi in self.enemy_list: if enemi == self.enemy1: alive = True if not alive: if self.enemy1 == None: # Set up the enemy1 self.enemy1 = Enemie_1() self.enemy1.setup() self.dead_enemie1 = False self.enemy1.Load() # Set up the enemy1 position self.enemy1.center_x = pos_x self.enemy1.center_y = pos_y self.enemy1.scale = PLAYER_SCALE self.enemy_list.append(self.enemy1) self.physics_engine_enemy1 = arcade.PhysicsEnginePlatformer(self.enemy1, self.wall_list, gravity_constant=GRAVITY) arcade.play_sound(self.enemieGenerate_sound) elif numero_de_Portal == 1: alive = False for enemi in self.enemy_list: if enemi == self.enemy2: alive = True if not alive: if self.enemy2 == None: # Set up the enemy2 self.enemy2 = Enemie_2() self.enemy2.setup() self.dead_enemie2 = False self.enemy2.Load() # Set up the enemy1 position self.enemy2.center_x = pos_x self.enemy2.center_y = pos_y self.enemy2.scale = PLAYER_SCALE self.enemy_list.append(self.enemy2) self.physics_engine_enemy2 = arcade.PhysicsEnginePlatformer(self.enemy2, self.wall_list, gravity_constant=GRAVITY) arcade.play_sound(self.enemieGenerate_sound) elif numero_de_Portal == 2: # Set up the enemy1 position self.boss1.center_x = pos_x self.boss1.center_y = 600 self.boss1.scale = BOSS_SCALE self.dead_boss1 = False self.enemy_list.append(self.boss1)
def add_physic(self,player,enemy,wall): self.physic_player = None self.physic_enemy = [] player_phy = arcade.PhysicsEnginePlatformer(player,wall,gravity_constant=GRAVITY) self.physic_player = player_phy for each_enemy in enemy: gravity = 0.6 if not each_enemy.want_to_jump: gravity = 0 enemy_phy = arcade.PhysicsEnginePlatformer(each_enemy,wall,gravity_constant=gravity) self.physic_enemy.append(enemy_phy)
def setup(self): # for scrolling self.view_bottom = 0 self.view_left = 0 # Keep track of the score self.score = 0 self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() # identify player position 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_sprite.position = [64, 120] self.player_list.append(self.player_sprite) # identify grass position 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) coordinate_list = [[512, 96], [256, 96], [768, 96]] # identify boxes position for coordinate in coordinate_list: wall = arcade.Sprite('images/tiles/boxCrate_double.png', TILE_SCALING) wall.position = coordinate self.wall_list.append(wall) # some physics self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY) # addin the coins for x in range(128, 1250, 256): coin = arcade.Sprite('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 = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY)
def setup(self): my_map = arcade.read_tiled_map("maps/my-map1.tmx", 1) self.ground_list = arcade.generate_sprites(my_map, "ground", 1) self.bones_list = arcade.generate_sprites(my_map, "bones", 1) self.streettop_list = arcade.generate_sprites(my_map, "streettop", 1) self.background = arcade.load_texture("images/sky.png") self.player_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList() self.enemy2_list = arcade.SpriteList() self.enemy3_list = arcade.SpriteList() self.enemy4_list = arcade.SpriteList() # Set up player self.player = PlayerCharacter() self.player.center_x = 300 self.player.center_y = 500 self.player.scale = 1 self.player_list.append(self.player) # Set up enemy self.enemy = Motorcycle() self.enemy.center_x = 3000 self.enemy.center_y = 260 self.enemy.scale = .5 self.enemy_list.append(self.enemy) # Set up enemy 2 self.enemy2 = Motorcycle2() self.enemy2.center_x = 5500 self.enemy2.center_y = 260 self.enemy2.scale = .5 self.enemy2_list.append(self.enemy2) # Set up enemy 3 self.enemy3 = Motorcycle() self.enemy3.center_x = 7500 self.enemy3.center_y = 260 self.enemy3.scale = .5 self.enemy3_list.append(self.enemy3) # Set up enemy 4 self.enemy4 = Motorcycle2() self.enemy4.center_x = 9500 self.enemy4.center_y = 260 self.enemy4.scale = .5 self.enemy4_list.append(self.enemy4) self.physics_engine = arcade.PhysicsEnginePlatformer(self.player, self.ground_list, gravity_constant=GRAVITY) self.enemy_physics_engine = arcade.PhysicsEnginePlatformer(self.enemy, self.ground_list, gravity_constant=GRAVITY) self.enemy2_physics_engine = arcade.PhysicsEnginePlatformer(self.enemy2, self.ground_list, gravity_constant=GRAVITY) self.enemy3_physics_engine = arcade.PhysicsEnginePlatformer(self.enemy3, self.ground_list, gravity_constant=GRAVITY) self.enemy4_physics_engine = arcade.PhysicsEnginePlatformer(self.enemy4, self.ground_list, gravity_constant=GRAVITY) self.player.change_x = MOVEMENT_SPEED
def setup_player(self): self.player = Player() self.player.stand_right_textures = [] self.player.stand_left_textures = [] self.player.walk_right_textures = [] self.player.walk_left_textures = [] self.player.stand_right_textures.append( arcade.load_texture("images/player_3/stand/0.png", scale=CHARACTER_SCALING)) self.player.stand_left_textures.append( arcade.load_texture("images/player_3/stand/0.png", scale=CHARACTER_SCALING, mirrored=True)) for i in range(8): self.player.walk_right_textures.append( arcade.load_texture("images/player_3/walk/" + str(i) + ".png", scale=CHARACTER_SCALING)) for i in range(8): self.player.walk_left_textures.append( arcade.load_texture("images/player_3/walk/" + str(i) + ".png", scale=CHARACTER_SCALING, mirrored=True)) self.player.texture_change_distance = 25 self.player.center_x = PLAYER_START_X self.player.center_y = PLAYER_START_Y self.player.scale = CHARACTER_SCALING self.physics_engine = arcade.PhysicsEnginePlatformer( self.player, self.wall_list, GRAVITY) self.player.physics_engine = self.physics_engine self.player_list.append(self.player)
def __init__(self, width, height, title): super().__init__(width, height, title) self.center_window() map = arcade.read_tmx("my-maps/platfomer-map.tmx") self.talaj = arcade.tilemap.process_layer(map, "talaj", use_spatial_hash=True) self.egyeb = arcade.tilemap.process_layer(map, "egyeb", use_spatial_hash=True) self.targyak = arcade.tilemap.process_layer(map, "targyak", use_spatial_hash=True) # Példányosítjuk a Player osztályt. self.player = Player() self.physics = arcade.PhysicsEnginePlatformer(self.player, self.talaj, gravity_constant=GRAVITY) self.collected = 0 self.sound = arcade.Sound("my-sounds/coin1.wav") self.music = arcade.Sound("my-sounds/funkyrobot.mp3") self.music.play(volume=0.1)
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() self.player_sprite.center_x = 50 self.player_sprite.center_y = 50 self.player_list.append(self.player_sprite) # 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) for x in range(0, SCREEN_WIDTH, 64): wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING) wall.center_x = x wall.center_y = 0 self.wall_list.append(wall) 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.PhysicsEnginePlatformer(self.player_sprite, self.wall_list, gravity_constant= GRAVITY)
def setup(self): self.background = arcade.load_texture("backgrounds/beach.png") self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() self.player_sprite = arcade.Sprite("sprite/crab.png", CHARACTER_SCALING) self.player_sprite.center_x = 64 self.player_sprite.center_y = 120 self.player_list.append(self.player_sprite) self.score = 0 """ Places the sand as the floor """ for x in range(0, 1250, 64): wall = arcade.Sprite("sprite/sand.jpg", TILE_SCALING) wall.center_x = x wall.center_y = 32 self.wall_list.append(wall) """ Using the coordinate list, places the seashells and the coins above it, dependent on its location. """ coordinate_list = [[256, 96], [430, 200], [870, 380], [650, 300]] for coordinate in coordinate_list: wall = arcade.Sprite("sprite/seashell.png", TILE_SCALING) wall.position = coordinate self.wall_list.append(wall) coin = arcade.Sprite("sprite/coinGold.png", COIN_SCALING) coin.center_x = coordinate[0] coin.center_y = coordinate[1] + 70 self.coin_list.append(coin) self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY)
def setup(self): self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList(use_spatial_hash=True) self.coin_list = arcade.SpriteList(use_spatial_hash=True) self.player_sprite = arcade.Sprite( ":resources:images/animated_characters/male_person/malePerson_idle.png", PLAYER_SCALE) self.player_sprite.center_x = 0 self.player_sprite.center_y = 120 self.player_list.append(self.player_sprite) for x in range(0, 1250, 64): wall = arcade.Sprite(":resources:/images/tiles/grassMid.png", TILE_SCALE) wall.center_x = x wall.center_y = 32 self.wall_list.append(wall) coordinate_list = [[512, 96], [256, 96], [768, 96]] for coordinate in coordinate_list: crate = arcade.Sprite( ":resources:images/tiles/boxCrate_double.png", TILE_SCALE) crate.position = coordinate self.wall_list.append(crate) for x in range(128, 1250, 256): coin = arcade.Sprite(":resources:images/items/coinGold.png") coin.center_x = x coin.center_y = 96 self.coin_list.append(coin) self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY)
def __init__(self, path, wall, ladder): super().__init__() self.textures = [] # Load a left facing texture and a right facing texture. # mirrored=True will mirror the image we load. texture = arcade.load_texture(path) self.textures.append(texture) texture = arcade.load_texture(path, mirrored=True) self.textures.append(texture) self.scale = SPRITE_SCALING # By default, face right. self.set_texture(TEXTURE_RIGHT) # Set health self.health = 100 # Set up cooldowns self.attack_cooldown = 0.0 # physics engine self.physics_engine = arcade.PhysicsEnginePlatformer(self, wall, GRAVITY, ladders=ladder)
def setup(self): """ Настроить игру и инициализировать переменные. """ # Создать список спрайтов self.player_list = arcade.SpriteList() self.cocainum_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self._add_cocainum() self._draw_walls() # Счет self.score = 0 # Задать игрока и его изображение self.player_sprite = arcade.Sprite("img/character.png", SPRITE_SCALING_PLAYER) self.player_sprite.center_x = 100 # Стартовая позиция self.player_sprite.center_y = 100 self.player_sprite.height = 100 self.player_sprite.width = 80 self.player_list.append(self.player_sprite) self._draw_hallucination() self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, gravity_constant=GRAVITY)
def level_updater(self): if self.level < 13: # Defines the format each Tiled map file should use map_name = f"map_level_{self.level}.tmx" # Defines the layers from the Tiled file that each list will correspond to platforms_layer_name = 'Platforms' footballs_layer_name = 'Football' defenders_layer_name = 'Defender' # Sets up the name of the map file that should be set up my_map = arcade.tilemap.read_tmx(map_name) # Connects each Sprite list to the Tiled Layers self.wall_list = arcade.tilemap.process_layer( my_map, platforms_layer_name, TILE_SCALING) self.football_list = arcade.tilemap.process_layer( my_map, footballs_layer_name, FOOTBALL_SCALING) self.defender_list = arcade.tilemap.process_layer( my_map, defenders_layer_name, TILE_SCALING) self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY) # Changes the background based on which level the user is currently on if self.level % 3 == 0: self.flag = 0 self.background = arcade.load_texture( "images/Cowboys_Office.jpeg") else: self.background = arcade.load_texture( "images/Cowboys_Stadium.jpeg")
def __init__(self): # Вызвать родительский класс и настроить окно super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # Это «списки», которые отслеживают наши спрайты. Каждый спрайт должен быть внесен в список. self.coin_list = None self.wall_list = None self.player_list = None self.player_sprite_list = None self.total_time = 0.0 # Отдельная переменная, в которой хранится спрайт игрока self.player_sprite = None # Наш физический движок self.physics_engine = None self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY) # Используется для отслеживания нашей прокрутки self.view_bottom = 0 self.view_left = 0 # Следите за счетом self.score = 0 # Загрузка звуков self.collect_coin_sound = arcade.load_sound( ":resources:sounds/coin1.wav") self.jump_sound = arcade.load_sound(":resources:sounds/jump1.wav") arcade.set_background_color(arcade.csscolor.LIGHT_BLUE)
def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.spike_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() # Set up the player self.player_sprite = PlayerCharacter() # Starting position of the player self.player_sprite.center_x = SPAWN_X self.player_sprite.center_y = SPAWN_Y self.player_list.append(self.player_sprite) # Setting up score and other constants self.score = 0 self.lives = 5 # Making mouse invisible self.window.set_mouse_visible(False) # Load in Sounds self.coin_sound = arcade.load_sound("coin1.wav") self.die_sound = arcade.load_sound("error4.wav") self.next_level_sound = arcade.load_sound("secret2.wav") # --- Load in the map --- map_name = "Level1.tmx" # Different Layers platforms_layer = 'Platforms' spike_layer = 'Spikes' coin_layer = 'Coins' my_map = arcade.tilemap.read_tmx(map_name) # --- Layer Lists --- self.wall_list = arcade.tilemap.process_layer(my_map, platforms_layer, PLATFORM_SCALING) self.spike_list = arcade.tilemap.process_layer(my_map, spike_layer, PLATFORM_SCALING) self.coin_list = arcade.tilemap.process_layer(my_map, coin_layer, PLATFORM_SCALING) # Create out platformer physics engine with gravity self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, gravity_constant=GRAVITY) if my_map.background_color: arcade.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
def __init__(self): """Initalize the Gorund class Args: self (Ground): An instance of Ground Contributors: Reed Hunsaker Isabel Aranguren """ # Name of map file to load self.map_name = constants.WALLS self.platforms_layer_name = 'Walls' # Read in the tiled map self.my_map = arcade.tilemap.read_tmx(self.map_name) self.ground_sprite_list = arcade.tilemap.process_layer(map_object=self.my_map, layer_name=self.platforms_layer_name, scaling=constants.TILE_SCALING, use_spatial_hash=True) # Set the background color if self.my_map.background_color: arcade.set_background_color(self.my_map.background_color) # Create the 'physics engine' self.physics_engine = arcade.PhysicsEnginePlatformer(self.ground_sprite_list, constants.GRAVITY)
def setup(self): self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() #Player image_source = "mario.png" self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING) self.player_sprite.center_x = 64 self.player_sprite.center_y = 93 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("ground.png", GROUND_SCALING) wall.center_x = x wall.center_y = 32 self.wall_list.append(wall) # This shows using a coordinate list to place sprites coordinate_list = [[512, 110], [256, 110], [768, 110]] for coordinate in coordinate_list: # Add a crate on the ground wall = arcade.Sprite("cylinder.png", CYLINDER_SCALING) wall.position = coordinate self.wall_list.append(wall) #Creathe the "physics engine" self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY)
def setup(self): """Create the spritelists""" self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList(use_spatial_hash=True) self.coin_list = arcade.SpriteList(use_spatial_hash=True) """Set up the player, specifically placing it at these coordinates.""" image_source = ":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png" self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING) self.player_sprite.center_x = 64 self.player_sprite.center_y = 128 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(":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 = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", TILE_SCALING) wall.position = coordinate self.wall_list.append(wall) """Create the 'physics engine""" self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY)
def load_level(self, level): # Read in the tiled map my_map = arcade.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 = arcade.tilemap.process_layer(my_map, 'Platforms', TILE_SPRITE_SCALING) self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, gravity_constant=GRAVITY) # --- Other stuff # Set the background color if my_map.background_color: arcade.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
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("female_stand.png", SPRITE_SCALING) # Starting position of the player self.player_sprite.center_x = 90 self.player_sprite.center_y = 270 self.player_list.append(self.player_sprite) my_map = arcade.tilemap.read_tmx("final.tmx") self.wall_list = arcade.tilemap.process_layer(my_map, "Tile Layer 1", SPRITE_SCALING) self.background_list = arcade.tilemap.process_layer( my_map, "Background", SPRITE_SCALING) if my_map.background_color: arcade.set_background_color(my_map.background_color) self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY) # Set the background color arcade.set_background_color(arcade.color.AMAZON) # Set the view port boundaries # These numbers set where we have 'scrolled' to. self.view_left = 0 self.view_bottom = 0
def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.all_sprites_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() # Set up the player self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING) # Starting position of the player self.player_sprite.center_x = 64 self.player_sprite.center_y = 270 self.all_sprites_list.append(self.player_sprite) # Draw the walls on the bottom for x in range(0, SCREEN_WIDTH, int(SPRITE_NATIVE_SIZE * SPRITE_SCALING)): wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING) wall.bottom = 0 wall.left = x self.all_sprites_list.append(wall) self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, gravity_constant=GRAVITY) # Set the background color arcade.set_background_color(arcade.color.AMAZON)
def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.all_sprites_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() # Set up the player self.score = 0 self.player_sprite = arcade.Sprite("character.png", SPRITE_SCALING) # Starting position of the player self.player_sprite.center_x = 64 self.player_sprite.center_y = 270 self.all_sprites_list.append(self.player_sprite) # Get a 2D array made of numbers based on the map map_array = get_map("map.csv") # Now that we've got the map, loop through and create the sprites for row_index, row in enumerate(map_array): for column_index, item in enumerate(row): # For this map, the numbers represent: # -1 = empty # 0 = box # 1 = grass left edge # 2 = grass middle # 3 = grass right edge if item == -1: continue elif item == 0: wall = arcade.Sprite("boxCrate_double.png", SPRITE_SCALING) elif item == 1: wall = arcade.Sprite("grassLeft.png", SPRITE_SCALING) elif item == 2: wall = arcade.Sprite("grassMid.png", SPRITE_SCALING) elif item == 3: wall = arcade.Sprite("grassRight.png", SPRITE_SCALING) # Calculate where the sprite goes wall.left = column_index * SCALED_TILE_SIZE wall.top = (MAP_HEIGHT - row_index) * SCALED_TILE_SIZE # Add the sprite self.all_sprites_list.append(wall) self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, gravity_constant=GRAVITY) # Set the background color arcade.set_background_color(arcade.color.AMAZON) # Set the view port boundaries # These numbers set where we have 'scrolled' to. self.view_left = 0 self.view_bottom = 0 self.game_over = False
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/ada.png", 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 = arcade.Sprite("images/potato.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/cisc108_banner.png", TILE_SCALING) wall.position = coordinate self.wall_list.append(wall) # Create the 'physics engine' self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY)
def setup(self): # for scrolling self.view_bottom = 0 self.view_left = 0 # Keep track of the score self.score = 0 self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() 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_sprite.position = [64, 120] self.player_list.append(self.player_sprite) 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) coordinate_list = [[512, 96], [256, 96], [768, 96]] for coordinate in coordinate_list: wall = arcade.Sprite('images/tiles/boxCrate_double.png', TILE_SCALING) wall.position = coordinate self.wall_list.append(wall) self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, self.wall_list, GRAVITY)
def setup(self): # Make Sphere affected by gravity print('Sphere Setup - floors list: ' + str(POCGame().floors_list)) self.sphere_sprite.physics_engine = arcade.PhysicsEnginePlatformer(self.sphere_sprite, platforms = POCGame.floors_list, gravity_constant=GRAVITY)
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 = 150 self.character_sprite.center_y = 110 self.character_list.append(self.character_sprite) self.wall_list = arcade.SpriteList() for x in range(0, 1200, 64): sprite = arcade.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 = arcade.PhysicsEnginePlatformer( self.character_sprite, self.wall_list, gravity_constant=GRAVITY)