Exemplo n.º 1
0
    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcadeplus.SpriteList()
        self.wall_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 = 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 = arcadeplus.Sprite(":resources:images/tiles/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 = arcadeplus.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
            wall.center_x = 465
            wall.center_y = y
            self.wall_list.append(wall)

        self.physics_engine = arcadeplus.PhysicsEngineSimple(self.player_sprite,
                                                         self.wall_list)

        # Set the background color
        arcadeplus.set_background_color(arcadeplus.color.AMAZON)
Exemplo n.º 2
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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 = 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 = arcadeplus.SpriteList()

        sprite = arcadeplus.Sprite(
            ":resources:images/tiles/boxCrate_double.png", CHARACTER_SCALING)
        sprite.position = (330, 330)
        sprite.angle = 90
        self.wall_list.append(sprite)

        sprite = arcadeplus.Sprite(
            ":resources:images/tiles/boxCrate_double.png", CHARACTER_SCALING)
        sprite.position = (170, 170)
        sprite.angle = 45
        self.wall_list.append(sprite)

        self.physics_engine = arcadeplus.PhysicsEngineSimple(
            self.character_sprite, self.wall_list)
Exemplo n.º 3
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    def on_update(self, delta_time):
        """ Movement and game logic """

        # Call update on all sprites (The sprites don't do much in this
        # example though.)
        self.physics_engine.update()

        # 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 = arcadeplus.PhysicsEngineSimple(self.player_sprite,
                                                             self.rooms[self.current_room].wall_list)
            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 = arcadeplus.PhysicsEngineSimple(self.player_sprite,
                                                             self.rooms[self.current_room].wall_list)
            self.player_sprite.center_x = SCREEN_WIDTH
Exemplo n.º 4
0
    def setup(self):
        """ Set up the game and initialize the variables. """

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

        # Set up the player
        self.player_sprite = arcadeplus.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)

        # -- 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 = arcadeplus.Sprite(
                        ":resources:images/tiles/boxCrate_double.png",
                        SPRITE_SCALING)
                    wall.center_x = x
                    wall.center_y = y
                    self.wall_list.append(wall)

        self.physics_engine = arcadeplus.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        # 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
Exemplo n.º 5
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    def setup(self):
        """ Set up the game here. Call this function to restart the game. """
        # 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)

        # 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)

        # Create the 'physics engine'
        self.physics_engine = arcadeplus.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)
Exemplo n.º 6
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    def setup(self):
        """ Set up the game and initialize the variables. """
        # 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 = 100
        self.player_sprite.center_y = 100
        self.player_list = arcadeplus.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 = arcadeplus.PhysicsEngineSimple(self.player_sprite, self.rooms[self.current_room].wall_list)
Exemplo n.º 7
0
    def setup(self):
        """ Set up the game and initialize the variables. """

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

        self.score = 0

        # Create the maze
        maze = make_maze_depth_first(MAZE_WIDTH, MAZE_HEIGHT)

        # Create sprites based on 2D grid
        if not MERGE_SPRITES:
            # This is the simple-to-understand method. Each grid location
            # is a sprite.
            for row in range(MAZE_HEIGHT):
                for column in range(MAZE_WIDTH):
                    if maze[row][column] == 1:
                        wall = arcadeplus.Sprite(
                            ":resources:images/tiles/grassCenter.png",
                            SPRITE_SCALING)
                        wall.center_x = column * SPRITE_SIZE + SPRITE_SIZE / 2
                        wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2
                        self.wall_list.append(wall)
        else:
            # This uses new arcadeplus 1.3.1 features, that allow me to create a
            # larger sprite with a repeating texture. So if there are multiple
            # cells in a row with a wall, we merge them into one sprite, with a
            # repeating texture for each cell. This reduces our sprite count.
            for row in range(MAZE_HEIGHT):
                column = 0
                while column < len(maze):
                    while column < len(maze) and maze[row][column] == 0:
                        column += 1
                    start_column = column
                    while column < len(maze) and maze[row][column] == 1:
                        column += 1
                    end_column = column - 1

                    column_count = end_column - start_column + 1
                    column_mid = (start_column + end_column) / 2

                    wall = arcadeplus.Sprite(
                        ":resources:images/tiles/grassCenter.png",
                        SPRITE_SCALING,
                        repeat_count_x=column_count)
                    wall.center_x = column_mid * SPRITE_SIZE + SPRITE_SIZE / 2
                    wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2
                    wall.width = SPRITE_SIZE * column_count
                    self.wall_list.append(wall)

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

        # Randomly place the player. If we are in a wall, repeat until we aren't.
        placed = False
        while not placed:

            # Randomly position
            self.player_sprite.center_x = random.randrange(MAZE_WIDTH *
                                                           SPRITE_SIZE)
            self.player_sprite.center_y = random.randrange(MAZE_HEIGHT *
                                                           SPRITE_SIZE)

            # Are we in a wall?
            walls_hit = arcadeplus.check_for_collision_with_list(
                self.player_sprite, self.wall_list)
            if len(walls_hit) == 0:
                # Not in a wall! Success!
                placed = True

        self.physics_engine = arcadeplus.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        # 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
        print(f"Total wall blocks: {len(self.wall_list)}")
Exemplo n.º 8
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    def setup(self):
        self.wall_list = arcadeplus.SpriteList(use_spatial_hash=True)
        self.player_list = arcadeplus.SpriteList()

        # Create cave system using a 2D grid
        self.grid = create_grid(GRID_WIDTH, GRID_HEIGHT)
        initialize_grid(self.grid)
        for step in range(NUMBER_OF_STEPS):
            self.grid = do_simulation_step(self.grid)

        # Create sprites based on 2D grid
        if not MERGE_SPRITES:
            # This is the simple-to-understand method. Each grid location
            # is a sprite.
            for row in range(GRID_HEIGHT):
                for column in range(GRID_WIDTH):
                    if self.grid[row][column] == 1:
                        wall = arcadeplus.Sprite(
                            ":resources:images/tiles/grassCenter.png",
                            SPRITE_SCALING)
                        wall.center_x = column * SPRITE_SIZE + SPRITE_SIZE / 2
                        wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2
                        self.wall_list.append(wall)
        else:
            # This uses new arcadeplus 1.3.1 features, that allow me to create a
            # larger sprite with a repeating texture. So if there are multiple
            # cells in a row with a wall, we merge them into one sprite, with a
            # repeating texture for each cell. This reduces our sprite count.
            for row in range(GRID_HEIGHT):
                column = 0
                while column < GRID_WIDTH:
                    while column < GRID_WIDTH and self.grid[row][column] == 0:
                        column += 1
                    start_column = column
                    while column < GRID_WIDTH and self.grid[row][column] == 1:
                        column += 1
                    end_column = column - 1

                    column_count = end_column - start_column + 1
                    column_mid = (start_column + end_column) / 2

                    wall = arcadeplus.Sprite(
                        ":resources:images/tiles/grassCenter.png",
                        SPRITE_SCALING,
                        repeat_count_x=column_count)
                    wall.center_x = column_mid * SPRITE_SIZE + SPRITE_SIZE / 2
                    wall.center_y = row * SPRITE_SIZE + SPRITE_SIZE / 2
                    wall.width = SPRITE_SIZE * column_count
                    self.wall_list.append(wall)

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

        # Randomly place the player. If we are in a wall, repeat until we aren't.
        placed = False
        while not placed:

            # Randomly position
            max_x = GRID_WIDTH * SPRITE_SIZE
            max_y = GRID_HEIGHT * SPRITE_SIZE
            self.player_sprite.center_x = random.randrange(max_x)
            self.player_sprite.center_y = random.randrange(max_y)

            # Are we in a wall?
            walls_hit = arcadeplus.check_for_collision_with_list(
                self.player_sprite, self.wall_list)
            if len(walls_hit) == 0:
                # Not in a wall! Success!
                placed = True

        self.physics_engine = arcadeplus.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)
Exemplo n.º 9
0
    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.all_sprites_list = arcadeplus.SpriteList()
        self.wall_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",
            SPRITE_SCALING)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 64

        # -- Set up the walls
        # Create a series of horizontal walls
        for y in range(0, 800, 200):
            for x in range(100, 700, 64):
                wall = arcadeplus.Sprite(
                    ":resources:images/tiles/boxCrate_double.png",
                    SPRITE_SCALING)
                wall.center_x = x
                wall.center_y = y
                self.wall_list.append(wall)

        # -- Randomly place coins where there are no walls
        # Create the coins
        for i in range(NUMBER_OF_COINS):

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

            # --- IMPORTANT PART ---

            # Boolean variable if we successfully placed the coin
            coin_placed_successfully = False

            # Keep trying until success
            while not coin_placed_successfully:
                # Position the coin
                coin.center_x = random.randrange(SCREEN_WIDTH)
                coin.center_y = random.randrange(SCREEN_HEIGHT)

                # See if the coin is hitting a wall
                wall_hit_list = arcadeplus.check_for_collision_with_list(
                    coin, self.wall_list)

                # See if the coin is hitting another coin
                coin_hit_list = arcadeplus.check_for_collision_with_list(
                    coin, self.coin_list)

                if len(wall_hit_list) == 0 and len(coin_hit_list) == 0:
                    # It is!
                    coin_placed_successfully = True

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

            # --- END OF IMPORTANT PART ---

        self.physics_engine = arcadeplus.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        # Set the background color
        arcadeplus.set_background_color(arcadeplus.color.AMAZON)