diff --git a/triple-dungeon/main.py b/triple-dungeon/main.py index 41c84d1..91c8001 100644 --- a/triple-dungeon/main.py +++ b/triple-dungeon/main.py @@ -6,7 +6,14 @@ import arcade # Constants SCREEN_WIDTH = 1000 SCREEN_HEIGHT = 650 -SCREEN_TITLE = "Platformer" +SCREEN_TITLE = "Triple Dungeon!!!" + +# Constants used to scale our sprites from their original size +CHARACTER_SCALING = 1 +TILE_SCALING = 0.5 + +# Movement speed of player, in pixels per frame +PLAYER_MOVEMENT_SPEED = 5 class MyGame(arcade.Window): @@ -19,17 +26,92 @@ class MyGame(arcade.Window): # Call the parent class and set up the window super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) + # These are 'lists' that keep track of our sprites. Each sprite should + # go into a list. + self.wall_list = None + self.player_list = None + + # Separate variable that holds the player sprite + self.player_sprite = None + + # Our physics engine + self.physics_engine = None + + #list to keep track of keypresses + self.prev_keypress = [] + arcade.set_background_color(arcade.csscolor.CORNFLOWER_BLUE) def setup(self): """ Set up the game here. Call this function to restart the game. """ - pass + # Create the Sprite lists + self.wall_list = arcade.SpriteList() + self.player_list = arcade.SpriteList() + + + # Set up the player, specifically placing it at these coordinates. + image_source = "../Python Arcade logo.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 'physics engine' + self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list) def on_draw(self): """ Render the screen. """ + # Clear the screen to the background color arcade.start_render() - # Code to draw the screen goes here + + # Draw our sprites + self.player_list.draw() + + def on_key_press(self, key, modifiers): + """Called whenever a key is pressed. """ + + if key == arcade.key.UP or key == arcade.key.W: + self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED + self.prev_keypress.append(key) + elif key == arcade.key.DOWN or key == arcade.key.S: + self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED + self.prev_keypress.append(key) + elif key == arcade.key.LEFT or key == arcade.key.A: + self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED + self.prev_keypress.append(key) + elif key == arcade.key.RIGHT or key == arcade.key.D: + self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED + self.prev_keypress.append(key) + + def on_key_release(self, key, modifiers): + """Called when the user releases a key. """ + + if key == arcade.key.UP or key == arcade.key.W: + self.player_sprite.change_y = 0 + self.prev_keypress.remove(key) + elif key == arcade.key.DOWN or key == arcade.key.S: + self.player_sprite.change_y = 0 + self.prev_keypress.remove(key) + elif key == arcade.key.LEFT or key == arcade.key.A: + self.player_sprite.change_x = 0 + self.prev_keypress.remove(key) + elif key == arcade.key.RIGHT or key == arcade.key.D: + self.player_sprite.change_x = 0 + self.prev_keypress.remove(key) + + if self.prev_keypress: + self.on_key_press(self.prev_keypress.pop(0), '') + + + + def on_update(self, delta_time): + """ Movement and game logic """ + + # Move the player with the physics engine + self.physics_engine.update() + + def main():