Work with loading in a Tiled map file#
Below is a quick example on using a Tiled map. For more information, see:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 | """ Load a Tiled map file Artwork from: https://kenney.nl Tiled available from: https://www.mapeditor.org/ If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.sprite_tiled_map """ import time import arcade TILE_SCALING = 0.5 PLAYER_SCALING = 1 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Sprite Tiled Map Example" SPRITE_PIXEL_SIZE = 128 GRID_PIXEL_SIZE = SPRITE_PIXEL_SIZE * TILE_SCALING # How many pixels to keep as a minimum margin between the character # and the edge of the screen. VIEWPORT_MARGIN_TOP = 60 VIEWPORT_MARGIN_BOTTOM = 60 VIEWPORT_RIGHT_MARGIN = 270 VIEWPORT_LEFT_MARGIN = 270 # Physics MOVEMENT_SPEED = 5 JUMP_SPEED = 23 GRAVITY = 1.1 class MyGame(arcade.Window): """Main application class.""" def __init__(self): """ Initializer """ super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # Tilemap Object self.tile_map = None # Sprite lists self.player_list = None self.wall_list = None self.coin_list = None # Set up the player self.score = 0 self.player_sprite = None self.physics_engine = None self.end_of_map = 0 self.game_over = False self.last_time = None self.frame_count = 0 # Cameras self.camera = None self.gui_camera = None # Text self.fps_text = arcade.Text( "", start_x=10, start_y=40, color=arcade.color.BLACK, font_size=14 ) self.distance_text = arcade.Text( "0.0", start_x=10, start_y=20, color=arcade.color.BLACK, font_size=14, ) def setup(self): """Set up the game and initialize the variables.""" # Sprite lists self.player_list = arcade.SpriteList() # Set up the player self.player_sprite = arcade.Sprite( ":resources:images/animated_characters/female_person/femalePerson_idle.png", PLAYER_SCALING, ) # Starting position of the player self.player_sprite.center_x = 196 self.player_sprite.center_y = 270 self.player_list.append(self.player_sprite) map_name = ":resources:/tiled_maps/map.json" layer_options = { "Platforms": {"use_spatial_hash": True}, "Coins": {"use_spatial_hash": True}, } # Read in the tiled map self.tile_map = arcade.load_tilemap( map_name, layer_options=layer_options, scaling=TILE_SCALING ) self.end_of_map = self.tile_map.width * GRID_PIXEL_SIZE # Set wall and coin SpriteLists self.wall_list = self.tile_map.sprite_lists["Platforms"] self.coin_list = self.tile_map.sprite_lists["Coins"] # --- Other stuff # Set the background color if self.tile_map.background_color: arcade.set_background_color(self.tile_map.background_color) # Keep player from running through the wall_list layer walls = [self.wall_list, ] self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, walls, gravity_constant=GRAVITY ) self.camera = arcade.Camera(SCREEN_WIDTH, SCREEN_HEIGHT) self.gui_camera = arcade.Camera(SCREEN_WIDTH, SCREEN_HEIGHT) # Center camera on user self.pan_camera_to_user() self.game_over = False def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing self.camera.use() self.clear() # Start counting frames self.frame_count += 1 # Draw all the sprites. self.player_list.draw() self.wall_list.draw() self.coin_list.draw() # Activate GUI camera for FPS, distance and hit boxes # This will adjust text position based on viewport self.gui_camera.use() # Calculate FPS if conditions are met if self.last_time and self.frame_count % 60 == 0: fps = round(1.0 / (time.time() - self.last_time) * 60) self.fps_text.text = f"FPS: {fps:3d}" # Draw FPS text self.fps_text.draw() # Get time for every 60 frames if self.frame_count % 60 == 0: self.last_time = time.time() # Enable to draw hit boxes # self.wall_list.draw_hit_boxes() # self.wall_list_objects.draw_hit_boxes() # Get distance and draw text distance = self.player_sprite.right self.distance_text.text = f"Distance: {distance}" self.distance_text.draw() # Draw game over text if condition met if self.game_over: arcade.draw_text( "Game Over", 200, 200, arcade.color.BLACK, 30, ) def on_key_press(self, key, modifiers): """ Called whenever a key is pressed. """ if key == arcade.key.UP: if self.physics_engine.can_jump(): self.player_sprite.change_y = JUMP_SPEED elif key == arcade.key.LEFT: self.player_sprite.change_x = -MOVEMENT_SPEED elif key == arcade.key.RIGHT: self.player_sprite.change_x = MOVEMENT_SPEED def on_key_release(self, key, modifiers): """ Called when the user presses a mouse button. """ if key == arcade.key.LEFT or key == arcade.key.RIGHT: self.player_sprite.change_x = 0 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 if not self.game_over: self.physics_engine.update() coins_hit = arcade.check_for_collision_with_list( self.player_sprite, self.coin_list ) for coin in coins_hit: coin.remove_from_sprite_lists() self.score += 1 # Pan to the user self.pan_camera_to_user(panning_fraction=0.12) def pan_camera_to_user(self, panning_fraction: float = 1.0): """ Manage Scrolling """ # This spot would center on the user screen_center_x = self.player_sprite.center_x - (self.camera.viewport_width / 2) screen_center_y = self.player_sprite.center_y - ( self.camera.viewport_height / 2 ) if screen_center_x < 0: screen_center_x = 0 if screen_center_y < 0: screen_center_y = 0 user_centered = screen_center_x, screen_center_y self.camera.move_to(user_centered, panning_fraction) def main(): window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main() |