Пример #1
0
    def scroll_viewport(self):
        """ Manage scrolling of the viewport. """

        # Flipped to true if we need to scroll
        changed = False

        # Scroll left
        left_bndry = self.view_left + VIEWPORT_MARGIN
        if self.player.left < left_bndry:
            self.view_left -= left_bndry - self.player.left
            changed = True

        # Scroll right
        right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_MARGIN
        if self.player.right > right_bndry:
            self.view_left += self.player.right - right_bndry
            changed = True

        # Scroll up
        top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN
        if self.player.top > top_bndry:
            self.view_bottom += self.player.top - top_bndry
            changed = True

        # Scroll down
        bottom_bndry = self.view_bottom + VIEWPORT_MARGIN
        if self.player.bottom < bottom_bndry:
            self.view_bottom -= bottom_bndry - self.player.bottom
            changed = True

        if changed:
            arcadeplus.set_viewport(self.view_left,
                                    SCREEN_WIDTH + self.view_left,
                                    self.view_bottom,
                                    SCREEN_HEIGHT + self.view_bottom)
Пример #2
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    def on_update(self, delta_time):
        """ Movement and game logic """

        # Move the player with the physics engine
        self.physics_engine.update()

        # See if we hit any coins
        coin_hit_list = arcadeplus.check_for_collision_with_list(self.player_sprite,
                                                             self.coin_list)

        # Loop through each coin we hit (if any) and remove it
        for coin in coin_hit_list:
            # Remove the coin
            coin.remove_from_sprite_lists()
            # Play a sound
            arcadeplus.play_sound(self.collect_coin_sound)
            # Add one to the score
            self.score += 1

        # --- Manage Scrolling ---

        # Track if we need to change the viewport

        changed = False

        # Scroll left
        left_boundary = self.view_left + LEFT_VIEWPORT_MARGIN
        if self.player_sprite.left < left_boundary:
            self.view_left -= left_boundary - self.player_sprite.left
            changed = True

        # Scroll right
        right_boundary = self.view_left + SCREEN_WIDTH - RIGHT_VIEWPORT_MARGIN
        if self.player_sprite.right > right_boundary:
            self.view_left += self.player_sprite.right - right_boundary
            changed = True

        # Scroll up
        top_boundary = self.view_bottom + SCREEN_HEIGHT - TOP_VIEWPORT_MARGIN
        if self.player_sprite.top > top_boundary:
            self.view_bottom += self.player_sprite.top - top_boundary
            changed = True

        # Scroll down
        bottom_boundary = self.view_bottom + BOTTOM_VIEWPORT_MARGIN
        if self.player_sprite.bottom < bottom_boundary:
            self.view_bottom -= bottom_boundary - self.player_sprite.bottom
            changed = True

        if changed:
            # Only scroll to integers. Otherwise we end up with pixels that
            # don't line up on the screen
            self.view_bottom = int(self.view_bottom)
            self.view_left = int(self.view_left)

            # Do the scrolling
            arcadeplus.set_viewport(self.view_left,
                                SCREEN_WIDTH + self.view_left,
                                self.view_bottom,
                                SCREEN_HEIGHT + self.view_bottom)
Пример #3
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    def on_update(self, delta_time):
        """ Movement and game logic """

        if self.player_sprite.right >= self.end_of_map:
            self.game_over = True

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

        coins_hit = arcadeplus.check_for_collision_with_list(
            self.player_sprite, self.coin_list)
        for coin in coins_hit:
            coin.remove_from_sprite_lists()
            self.score += 1

        # --- Manage Scrolling ---

        # Track if we need to change the view port

        changed = False

        # Scroll left
        left_bndry = self.view_left + VIEWPORT_LEFT_MARGIN
        if self.player_sprite.left < left_bndry:
            self.view_left -= left_bndry - self.player_sprite.left
            changed = True

        # Scroll right
        right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_RIGHT_MARGIN
        if self.player_sprite.right > right_bndry:
            self.view_left += self.player_sprite.right - right_bndry
            changed = True

        # Scroll up
        top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN_TOP
        if self.player_sprite.top > top_bndry:
            self.view_bottom += self.player_sprite.top - top_bndry
            changed = True

        # Scroll down
        bottom_bndry = self.view_bottom + VIEWPORT_MARGIN_BOTTOM
        if self.player_sprite.bottom < bottom_bndry:
            self.view_bottom -= bottom_bndry - self.player_sprite.bottom
            changed = True

        # If we need to scroll, go ahead and do it.
        if changed:
            self.view_left = int(self.view_left)
            self.view_bottom = int(self.view_bottom)
            arcadeplus.set_viewport(self.view_left,
                                    SCREEN_WIDTH + self.view_left,
                                    self.view_bottom,
                                    SCREEN_HEIGHT + self.view_bottom)
Пример #4
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    def set_viewport(self, left: float, right: float, bottom: float,
                     top: float):
        """
        Set the viewport. (What coordinates we can see.
        Used to scale and/or scroll the screen.)

        :param Number left:
        :param Number right:
        :param Number bottom:
        :param Number top:
        """
        set_viewport(left, right, bottom, top)
Пример #5
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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()

        # --- Manage Scrolling ---

        # Keep track of if we changed the boundary. We don't want to call the
        # set_viewport command if we didn't change the view port.
        changed = False

        # Scroll left
        left_boundary = self.view_left + VIEWPORT_MARGIN
        if self.player_sprite.left < left_boundary:
            self.view_left -= left_boundary - self.player_sprite.left
            changed = True

        # Scroll right
        right_boundary = self.view_left + SCREEN_WIDTH - VIEWPORT_MARGIN
        if self.player_sprite.right > right_boundary:
            self.view_left += self.player_sprite.right - right_boundary
            changed = True

        # Scroll up
        top_boundary = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN
        if self.player_sprite.top > top_boundary:
            self.view_bottom += self.player_sprite.top - top_boundary
            changed = True

        # Scroll down
        bottom_boundary = self.view_bottom + VIEWPORT_MARGIN
        if self.player_sprite.bottom < bottom_boundary:
            self.view_bottom -= bottom_boundary - self.player_sprite.bottom
            changed = True

        # Make sure our boundaries are integer values. While the view port does
        # support floating point numbers, for this application we want every pixel
        # in the view port to map directly onto a pixel on the screen. We don't want
        # any rounding errors.
        self.view_left = int(self.view_left)
        self.view_bottom = int(self.view_bottom)

        # If we changed the boundary values, update the view port to match
        if changed:
            arcadeplus.set_viewport(self.view_left,
                                    SCREEN_WIDTH + self.view_left - 1,
                                    self.view_bottom,
                                    SCREEN_HEIGHT + self.view_bottom - 1)
Пример #6
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    def on_update(self, delta_time):
        """ Movement and game logic """

        if self.player_sprite.right >= self.end_of_map:
            self.game_over = True

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

        # --- Manage Scrolling ---

        # Track if we need to change the viewport

        changed = False

        # Scroll left
        left_bndry = self.view_left + VIEWPORT_MARGIN
        if self.player_sprite.left < left_bndry:
            self.view_left -= int(left_bndry - self.player_sprite.left)
            changed = True

        # Scroll right
        right_bndry = self.view_left + SCREEN_WIDTH - RIGHT_MARGIN
        if self.player_sprite.right > right_bndry:
            self.view_left += int(self.player_sprite.right - right_bndry)
            changed = True

        # Scroll up
        top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN
        if self.player_sprite.top > top_bndry:
            self.view_bottom += int(self.player_sprite.top - top_bndry)
            changed = True

        # Scroll down
        bottom_bndry = self.view_bottom + VIEWPORT_MARGIN
        if self.player_sprite.bottom < bottom_bndry:
            self.view_bottom -= int(bottom_bndry - self.player_sprite.bottom)
            changed = True

        # If we need to scroll, go ahead and do it.
        if changed:
            arcadeplus.set_viewport(self.view_left,
                                    SCREEN_WIDTH + self.view_left,
                                    self.view_bottom,
                                    SCREEN_HEIGHT + self.view_bottom)
Пример #7
0
    def on_update(self, delta_time):
        """ Movement and game logic """

        start_time = timeit.default_timer()

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

        # --- Manage Scrolling ---

        # Track if we need to change the viewport

        changed = False

        # Scroll left
        left_bndry = self.view_left + VIEWPORT_MARGIN
        if self.player_sprite.left < left_bndry:
            self.view_left -= left_bndry - self.player_sprite.left
            changed = True

        # Scroll right
        right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_MARGIN
        if self.player_sprite.right > right_bndry:
            self.view_left += self.player_sprite.right - right_bndry
            changed = True

        # Scroll up
        top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN
        if self.player_sprite.top > top_bndry:
            self.view_bottom += self.player_sprite.top - top_bndry
            changed = True

        # Scroll down
        bottom_bndry = self.view_bottom + VIEWPORT_MARGIN
        if self.player_sprite.bottom < bottom_bndry:
            self.view_bottom -= bottom_bndry - self.player_sprite.bottom
            changed = True

        if changed:
            arcadeplus.set_viewport(self.view_left,
                                    SCREEN_WIDTH + self.view_left,
                                    self.view_bottom,
                                    SCREEN_HEIGHT + self.view_bottom)

        # Save the time it took to do this.
        self.processing_time = timeit.default_timer() - start_time
Пример #8
0
    def on_update(self, delta_time):
        """ Movement and game logic """

        # Move the player with the physics engine
        self.physics_engine.update()

        # --- Manage Scrolling ---

        # Track if we need to change the viewport

        changed = False

        # Scroll left
        left_boundary = self.view_left + LEFT_VIEWPORT_MARGIN
        if self.player_sprite.left < left_boundary:
            self.view_left -= left_boundary - self.player_sprite.left
            changed = True

        # Scroll right
        right_boundary = self.view_left + SCREEN_WIDTH - RIGHT_VIEWPORT_MARGIN
        if self.player_sprite.right > right_boundary:
            self.view_left += self.player_sprite.right - right_boundary
            changed = True

        # Scroll up
        top_boundary = self.view_bottom + SCREEN_HEIGHT - TOP_VIEWPORT_MARGIN
        if self.player_sprite.top > top_boundary:
            self.view_bottom += self.player_sprite.top - top_boundary
            changed = True

        # Scroll down
        bottom_boundary = self.view_bottom + BOTTOM_VIEWPORT_MARGIN
        if self.player_sprite.bottom < bottom_boundary:
            self.view_bottom -= bottom_boundary - self.player_sprite.bottom
            changed = True

        if changed:
            # Only scroll to integers. Otherwise we end up with pixels that
            # don't line up on the screen
            self.view_bottom = int(self.view_bottom)
            self.view_left = int(self.view_left)

            # Do the scrolling
            arcadeplus.set_viewport(self.view_left,
                                    SCREEN_WIDTH + self.view_left,
                                    self.view_bottom,
                                    SCREEN_HEIGHT + self.view_bottom)
Пример #9
0
    def on_update(self, delta_time):
        """ Movement and game logic """

        # Call update on all sprites
        self.physics_engine.update()

        # --- Manage Scrolling ---

        # Track if we need to change the viewport

        changed = False

        # Scroll left
        left_boundary = self.view_left + VIEWPORT_MARGIN
        if self.player_sprite.left < left_boundary:
            self.view_left -= left_boundary - self.player_sprite.left
            changed = True

        # Scroll right
        right_boundary = self.view_left + SCREEN_WIDTH - RIGHT_MARGIN
        if self.player_sprite.right > right_boundary:
            self.view_left += self.player_sprite.right - right_boundary
            changed = True

        # Scroll up
        top_boundary = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN
        if self.player_sprite.top > top_boundary:
            self.view_bottom += self.player_sprite.top - top_boundary
            changed = True

        # Scroll down
        bottom_boundary = self.view_bottom + VIEWPORT_MARGIN
        if self.player_sprite.bottom < bottom_boundary:
            self.view_bottom -= bottom_boundary - self.player_sprite.bottom
            changed = True

        # If we need to scroll, go ahead and do it.
        if changed:
            arcadeplus.set_viewport(self.view_left,
                                    SCREEN_WIDTH + self.view_left,
                                    self.view_bottom,
                                    SCREEN_HEIGHT + self.view_bottom)
Пример #10
0
    def on_update(self, delta_time):
        """ Movement and game logic """

        # Move the player with the physics engine
        self.physics_engine.update()

        # Update animations
        if self.physics_engine.can_jump():
            self.player_sprite.can_jump = False
        else:
            self.player_sprite.can_jump = True

        if self.physics_engine.is_on_ladder() and not self.physics_engine.can_jump():
            self.player_sprite.is_on_ladder = True
            self.process_keychange()
        else:
            self.player_sprite.is_on_ladder = False
            self.process_keychange()

        self.coin_list.update_animation(delta_time)
        self.background_list.update_animation(delta_time)
        self.player_list.update_animation(delta_time)

        # Update walls, used with moving platforms
        self.wall_list.update()

        # See if the moving wall hit a boundary and needs to reverse direction.
        for wall in self.wall_list:

            if wall.boundary_right and wall.right > wall.boundary_right and wall.change_x > 0:
                wall.change_x *= -1
            if wall.boundary_left and wall.left < wall.boundary_left and wall.change_x < 0:
                wall.change_x *= -1
            if wall.boundary_top and wall.top > wall.boundary_top and wall.change_y > 0:
                wall.change_y *= -1
            if wall.boundary_bottom and wall.bottom < wall.boundary_bottom and wall.change_y < 0:
                wall.change_y *= -1

        # See if we hit any coins
        coin_hit_list = arcadeplus.check_for_collision_with_list(self.player_sprite,
                                                             self.coin_list)

        # Loop through each coin we hit (if any) and remove it
        for coin in coin_hit_list:

            # Figure out how many points this coin is worth
            if 'Points' not in coin.properties:
                print("Warning, collected a coin without a Points property.")
            else:
                points = int(coin.properties['Points'])
                self.score += points

            # Remove the coin
            coin.remove_from_sprite_lists()
            arcadeplus.play_sound(self.collect_coin_sound)

        # Track if we need to change the viewport
        changed_viewport = False

        # --- Manage Scrolling ---

        # Scroll left
        left_boundary = self.view_left + LEFT_VIEWPORT_MARGIN
        if self.player_sprite.left < left_boundary:
            self.view_left -= left_boundary - self.player_sprite.left
            changed_viewport = True

        # Scroll right
        right_boundary = self.view_left + SCREEN_WIDTH - RIGHT_VIEWPORT_MARGIN
        if self.player_sprite.right > right_boundary:
            self.view_left += self.player_sprite.right - right_boundary
            changed_viewport = True

        # Scroll up
        top_boundary = self.view_bottom + SCREEN_HEIGHT - TOP_VIEWPORT_MARGIN
        if self.player_sprite.top > top_boundary:
            self.view_bottom += self.player_sprite.top - top_boundary
            changed_viewport = True

        # Scroll down
        bottom_boundary = self.view_bottom + BOTTOM_VIEWPORT_MARGIN
        if self.player_sprite.bottom < bottom_boundary:
            self.view_bottom -= bottom_boundary - self.player_sprite.bottom
            changed_viewport = True

        if changed_viewport:
            # Only scroll to integers. Otherwise we end up with pixels that
            # don't line up on the screen
            self.view_bottom = int(self.view_bottom)
            self.view_left = int(self.view_left)

            # Do the scrolling
            arcadeplus.set_viewport(self.view_left,
                                SCREEN_WIDTH + self.view_left,
                                self.view_bottom,
                                SCREEN_HEIGHT + self.view_bottom)
Пример #11
0
    def update(self, delta_time):
        """ Movement and game logic """

        # Move the player with the physics engine
        self.physics_engine.update()

        # See if we hit any coins
        coin_hit_list = arcadeplus.check_for_collision_with_list(
            self.player_sprite, self.coin_list)

        # Loop through each coin we hit (if any) and remove it
        for coin in coin_hit_list:
            # Remove the coin
            coin.remove_from_sprite_lists()
            # Play a sound
            arcadeplus.play_sound(self.collect_coin_sound)
            # Add one to the score
            self.score += 1

        # Track if we need to change the viewport
        changed_viewport = False

        # Did the player fall off the map?
        if self.player_sprite.center_y < -100:
            self.player_sprite.center_x = PLAYER_START_X
            self.player_sprite.center_y = PLAYER_START_Y

            # Set the camera to the start
            self.view_left = 0
            self.view_bottom = 0
            changed_viewport = True
            arcadeplus.play_sound(self.game_over)

        # Did the player touch something they should not?
        if arcadeplus.check_for_collision_with_list(self.player_sprite,
                                                    self.dont_touch_list):
            self.player_sprite.change_x = 0
            self.player_sprite.change_y = 0
            self.player_sprite.center_x = PLAYER_START_X
            self.player_sprite.center_y = PLAYER_START_Y

            # Set the camera to the start
            self.view_left = 0
            self.view_bottom = 0
            changed_viewport = True
            arcadeplus.play_sound(self.game_over)

        # See if the user got to the end of the level
        if self.player_sprite.center_x >= self.end_of_map:
            # Advance to the next level
            self.level += 1

            # Load the next level
            self.setup(self.level)

            # Set the camera to the start
            self.view_left = 0
            self.view_bottom = 0
            changed_viewport = True

        # --- Manage Scrolling ---

        # Scroll left
        left_boundary = self.view_left + LEFT_VIEWPORT_MARGIN
        if self.player_sprite.left < left_boundary:
            self.view_left -= left_boundary - self.player_sprite.left
            changed_viewport = True

        # Scroll right
        right_boundary = self.view_left + SCREEN_WIDTH - RIGHT_VIEWPORT_MARGIN
        if self.player_sprite.right > right_boundary:
            self.view_left += self.player_sprite.right - right_boundary
            changed_viewport = True

        # Scroll up
        top_boundary = self.view_bottom + SCREEN_HEIGHT - TOP_VIEWPORT_MARGIN
        if self.player_sprite.top > top_boundary:
            self.view_bottom += self.player_sprite.top - top_boundary
            changed_viewport = True

        # Scroll down
        bottom_boundary = self.view_bottom + BOTTOM_VIEWPORT_MARGIN
        if self.player_sprite.bottom < bottom_boundary:
            self.view_bottom -= bottom_boundary - self.player_sprite.bottom
            changed_viewport = True

        if changed_viewport:
            # Only scroll to integers. Otherwise we end up with pixels that
            # don't line up on the screen
            self.view_bottom = int(self.view_bottom)
            self.view_left = int(self.view_left)

            # Do the scrolling
            arcadeplus.set_viewport(self.view_left,
                                    SCREEN_WIDTH + self.view_left,
                                    self.view_bottom,
                                    SCREEN_HEIGHT + self.view_bottom)
Пример #12
0
    def __init__(self,
                 width: int = 800,
                 height: int = 600,
                 title: str = 'ArcadePlus Window',
                 fullscreen: bool = False,
                 resizable: bool = False,
                 update_rate: Optional[float] = 1 / 60,
                 antialiasing: bool = True):
        """
        Construct a new window

        :param int width: Window width
        :param int height: Window height
        :param str title: Title (appears in title bar)
        :param bool fullscreen: Should this be full screen?
        :param bool resizable: Can the user resize the window?
        :param float update_rate: How frequently to update the window.
        :param bool antialiasing: Should OpenGL's anti-aliasing be enabled?
        """
        if antialiasing:
            config = pyglet.gl.Config(major_version=3,
                                      minor_version=3,
                                      double_buffer=True,
                                      sample_buffers=1,
                                      samples=4)
        else:
            config = pyglet.gl.Config(major_version=3,
                                      minor_version=3,
                                      double_buffer=True)

        try:
            super().__init__(width=width,
                             height=height,
                             caption=title,
                             resizable=resizable,
                             config=config,
                             vsync=False)
        except pyglet.window.NoSuchConfigException:
            raise NoOpenGLException(
                "Unable to create an OpenGL 3.3+ context. "
                "Check to make sure your system supports OpenGL 3.3 or higher."
            )

        if antialiasing:
            try:
                gl.glEnable(gl.GL_MULTISAMPLE_ARB)
            except pyglet.gl.GLException:
                print("Warning: Anti-aliasing not supported on this computer.")

        # Required for transparency
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        if update_rate:
            from pyglet import compat_platform
            if compat_platform == 'darwin' or compat_platform == 'linux':
                # Set vsync to false, or we'll be limited to a 1/30 sec update rate possibly
                self.context.set_vsync(False)
            self.set_update_rate(update_rate)

        super().set_fullscreen(fullscreen)
        # This used to be necessary on Linux, but no longer appears to be.
        # With Pyglet 2.0+, setting this to false will not allow the screen to
        # update. It does, however, cause flickering if creating a window that
        # isn't derived from the Window class.
        # self.invalid = False
        set_window(self)
        set_viewport(0, self.width - 1, 0, self.height - 1)

        self.current_view: Optional[View] = None
        self.button_list: List[TextButton] = []
        self.dialogue_box_list: List[DialogueBox] = []
        self.text_list: List[TextLabel] = []
        self.textbox_list: List[TextBox] = []
        self.textbox_time = 0.0
        self.key: Optional[int] = None
Пример #13
0
    def on_resize(self, width, height):

        arcadeplus.set_viewport(self.view_left, self.width + self.view_left,
                                self.view_bottom,
                                self.height + self.view_bottom)