import arcade class MyGame(arcade.Window): """ Main application class. """ def __init__(self): # 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.floor_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 = [] # Used to keep track of our scrolling self.view_bottom = 0 self.view_left = 0 arcade.set_background_color(arcade.csscolor.BLACK) def setup(self): """ Set up the game here. Call this function to restart the game. """ # Create the Sprite lists self.wall_list = arcade.SpriteList() self.floor_list = arcade.SpriteList() self.player_list = arcade.SpriteList() # Set up the player, specifically placing it at these coordinates. image_source = "images/monsters/skeleton.png" self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING) self.player_sprite.center_x = SCREEN_WIDTH / 2 self.player_sprite.center_y = SCREEN_HEIGHT / 2 self.player_sprite.scale = 4 self.player_list.append(self.player_sprite) # Create the floor # This shows using a loop to place multiple sprites horizontally and vertically for y in range(0, 1250, 63 * TILE_SCALING): for x in range(0, 1250, 63 * TILE_SCALING): floor = arcade.Sprite("images/tiles/floor_tile.png", TILE_SCALING) floor.center_x = x floor.center_y = y self.floor_list.append(floor) # 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() # Draw our sprites self.floor_list.draw() 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() # --- 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 arcade.set_viewport(self.view_left, SCREEN_WIDTH + self.view_left, self.view_bottom, SCREEN_HEIGHT + self.view_bottom) def main(): """ Main method """ window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main()