Instruction and Game Over Screens

Screenshot of game over screen
instruction_and_game_over_screens.py
  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
"""
This program shows how to:
  * Have one or more instruction screens
  * Show a 'Game over' text and halt the game
  * Allow the user to restart the game


If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.instruction_and_game_over_screens
"""

import arcade
import random
import os

SPRITE_SCALING = 0.5

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

# These numbers represent "states" that the game can be in.
INSTRUCTIONS_PAGE_0 = 0
INSTRUCTIONS_PAGE_1 = 1
GAME_RUNNING = 2
GAME_OVER = 3


class MyGame(arcade.Window):
    """
    Main application class.
    """

    def __init__(self, screen_width, screen_height):
        """ Constructor """
        # Call the parent constructor. Required and must be the first line.
        super().__init__(screen_width, screen_height)

        # Set the working directory (where we expect to find files) to the same
        # directory this .py file is in. You can leave this out of your own
        # code, but it is needed to easily run the examples using "python -m"
        # as mentioned at the top of this program.
        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        # Set the background color
        arcade.set_background_color(arcade.color.AMAZON)

        # Start 'state' will be showing the first page of instructions.
        self.current_state = INSTRUCTIONS_PAGE_0

        self.player_list = None
        self.coin_list = None

        # Set up the player
        self.score = 0
        self.player_sprite = None

        # STEP 1: Put each instruction page in an image. Make sure the image
        # matches the dimensions of the window, or it will stretch and look
        # ugly. You can also do something similar if you want a page between
        # each level.
        self.instructions = []
        texture = arcade.load_texture("images/instructions_0.png")
        self.instructions.append(texture)

        texture = arcade.load_texture("images/instructions_1.png")
        self.instructions.append(texture)

    def setup(self):
        """
        Set up the game.
        """
        # Sprite lists
        self.player_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()

        # Set up the player
        self.score = 0
        self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 50
        self.player_list.append(self.player_sprite)

        for i in range(50):

            # Create the coin instance
            coin = arcade.Sprite("images/coin_01.png", SPRITE_SCALING / 3)

            # Position the coin
            coin.center_x = random.randrange(SCREEN_WIDTH)
            coin.center_y = random.randrange(SCREEN_HEIGHT)

            # Add the coin to the lists
            self.coin_list.append(coin)

        # Don't show the mouse cursor
        self.set_mouse_visible(False)

    # STEP 2: Add this function.
    def draw_instructions_page(self, page_number):
        """
        Draw an instruction page. Load the page as an image.
        """
        page_texture = self.instructions[page_number]
        arcade.draw_texture_rectangle(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2,
                                      page_texture.width,
                                      page_texture.height, page_texture, 0)


    # STEP 3: Add this function
    def draw_game_over(self):
        """
        Draw "Game over" across the screen.
        """
        output = "Game Over"
        arcade.draw_text(output, 240, 400, arcade.color.WHITE, 54)

        output = "Click to restart"
        arcade.draw_text(output, 310, 300, arcade.color.WHITE, 24)

    # STEP 4: Take the drawing code you currently have in your
    # on_draw method AFTER the start_render call and MOVE to a new
    # method called draw_game.
    def draw_game(self):
        """
        Draw all the sprites, along with the score.
        """
        # Draw all the sprites.
        self.player_list.draw()
        self.coin_list.draw()

        # Put the text on the screen.
        output = f"Score: {self.score}"
        arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)

    # STEP 5: Update the on_draw function to look like this. Adjust according
    # to the number of instruction pages you have.
    def on_draw(self):
        """
        Render the screen.
        """

        # This command has to happen before we start drawing
        arcade.start_render()

        if self.current_state == INSTRUCTIONS_PAGE_0:
            self.draw_instructions_page(0)

        elif self.current_state == INSTRUCTIONS_PAGE_1:
            self.draw_instructions_page(1)

        elif self.current_state == GAME_RUNNING:
            self.draw_game()

        else:
            self.draw_game()
            self.draw_game_over()

    # STEP 6: Do something like adding this to your on_mouse_press to flip
    # between instruction pages.
    def on_mouse_press(self, x, y, button, modifiers):
        """
        Called when the user presses a mouse button.
        """

        # Change states as needed.
        if self.current_state == INSTRUCTIONS_PAGE_0:
            # Next page of instructions.
            self.current_state = INSTRUCTIONS_PAGE_1
        elif self.current_state == INSTRUCTIONS_PAGE_1:
            # Start the game
            self.setup()
            self.current_state = GAME_RUNNING
        elif self.current_state == GAME_OVER:
            # Restart the game.
            self.setup()
            self.current_state = GAME_RUNNING

    def on_mouse_motion(self, x, y, dx, dy):
        """
        Called whenever the mouse moves.
        """
        # Only move the user if the game is running.
        if self.current_state == GAME_RUNNING:
            self.player_sprite.center_x = x
            self.player_sprite.center_y = y

    # STEP 7: Only update if the game state is GAME_RUNNING like below:
    def update(self, delta_time):
        """ Movement and game logic """

        # Only move and do things if the game is running.
        if self.current_state == GAME_RUNNING:
            # Call update on all sprites (The sprites don't do much in this
            # example though.)
            self.coin_list.update()
            self.player_list.update()

            # Generate a list of all sprites that collided with the player.
            hit_list = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list)

            # Loop through each colliding sprite, remove it, and add to the
            # score.
            for coin in hit_list:
                coin.kill()
                self.score += 1

            # If we've collected all the games, then move to a "GAME_OVER"
            # state.
            if len(self.coin_list) == 0:
                self.current_state = GAME_OVER
                self.set_mouse_visible(True)


def main():
    MyGame(SCREEN_WIDTH, SCREEN_HEIGHT)
    arcade.run()


if __name__ == "__main__":
    main()