Files
game-jam-2020/triple-dungeon/main.py

163 lines
5.6 KiB
Python

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()