Platformer with Character Animations

sprite_tiled_map_with_levels.py
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"""
Platformer Game

python -m arcade.examples.platform_tutorial.11_animate_character
"""
import arcade
import os

# Constants
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 650
SCREEN_TITLE = "Platformer"

# Constants used to scale our sprites from their original size
CHARACTER_SCALING = 1
TILE_SCALING = 0.5
COIN_SCALING = 0.5
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * TILE_SCALING)

# Movement speed of player, in pixels per frame
PLAYER_MOVEMENT_SPEED = 7
GRAVITY = 1.5
PLAYER_JUMP_SPEED = 30

# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
LEFT_VIEWPORT_MARGIN = 200
RIGHT_VIEWPORT_MARGIN = 200
BOTTOM_VIEWPORT_MARGIN = 150
TOP_VIEWPORT_MARGIN = 100

PLAYER_START_X = 900
PLAYER_START_Y = 1024

# Constants used to track if the player is facing left or right
RIGHT_FACING = 0
LEFT_FACING = 1


def load_texture_pair(filename):
    """
    Load a texture pair, with the second being a mirror image.
    """
    return [
        arcade.load_texture(filename, scale=CHARACTER_SCALING),
        arcade.load_texture(filename, scale=CHARACTER_SCALING, mirrored=True)
    ]


class PlayerCharacter(arcade.Sprite):
    def __init__(self):

        # Set up parent class
        super().__init__()

        # Default to face-right
        self.character_face_direction = RIGHT_FACING

        # Used for flipping between image sequences
        self.cur_texture = 0

        # Track our state
        self.jumping = False
        self.climbing = False
        self.is_on_ladder = False

        # Adjust the collision box. Default includes too much empty space
        # side-to-side. Box is centered at sprite center, (0, 0)
        self.points = [[-22, -64], [22, -64], [22, 28], [-22, 28]]

        # --- Load Textures ---

        # Images from Kenney.nl's Asset Pack 3
        # main_path = "images/Female adventurer/PNG/Poses/character_femaleAdventurer"
        # main_path = "images/Female person/PNG/Poses/character_femalePerson"
        main_path = "images/Male person/PNG/Poses/character_malePerson"
        # main_path = "images/Male adventurer/PNG/Poses/character_maleAdventurer"
        # main_path = "images/Zombie/PNG/Poses/character_zombie"
        # main_path = "images/Robot/PNG/Poses/character_robot"

        # Load textures for idle standing
        self.idle_texture_pair = load_texture_pair(f"{main_path}_idle.png")
        self.jump_texture_pair = load_texture_pair(f"{main_path}_jump.png")
        self.fall_texture_pair = load_texture_pair(f"{main_path}_fall.png")

        # Load textures for walking
        self.walk_textures = []
        for i in range(8):
            texture = load_texture_pair(f"{main_path}_walk{i}.png")
            self.walk_textures.append(texture)

        # Load textures for climbing
        self.climbing_textures = []
        texture = arcade.load_texture(f"{main_path}_climb0.png", scale=CHARACTER_SCALING)
        self.climbing_textures.append(texture)
        texture = arcade.load_texture(f"{main_path}_climb1.png", scale=CHARACTER_SCALING)
        self.climbing_textures.append(texture)

    def update_animation(self, delta_time: float = 1/60):

        # Figure out if we need to flip face left or right
        if self.change_x < 0 and self.character_face_direction == RIGHT_FACING:
            self.character_face_direction = LEFT_FACING
        elif self.change_x > 0 and self.character_face_direction == LEFT_FACING:
            self.character_face_direction = RIGHT_FACING

        # Climbing animation
        if self.is_on_ladder:
            self.climbing = True
        if not self.is_on_ladder and self.climbing:
            self.climbing = False
        if self.climbing and abs(self.change_y) > 1:
            self.cur_texture += 1
            if self.cur_texture > 7:
                self.cur_texture = 0
        if self.climbing:
            self.texture = self.climbing_textures[self.cur_texture // 4]
            return

        # Jumping animation
        if self.jumping and not self.is_on_ladder:
            if self.change_y >= 0:
                self.texture = self.jump_texture_pair[self.character_face_direction]
            else:
                self.texture = self.fall_texture_pair[self.character_face_direction]
            return

        # Idle animation
        if self.change_x == 0:
            self.texture = self.idle_texture_pair[self.character_face_direction]
            return

        # Walking animation
        self.cur_texture += 1
        if self.cur_texture > 7:
            self.cur_texture = 0
        self.texture = self.walk_textures[self.cur_texture][self.character_face_direction]


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

    def __init__(self):
        """
        Initializer for the game
        """

        # Call the parent class and set up the window
        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)

        # Set the path to start with this program
        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        # Track the current state of what key is pressed
        self.left_pressed = False
        self.right_pressed = False
        self.up_pressed = False
        self.down_pressed = False
        self.jump_needs_reset = False

        # These are 'lists' that keep track of our sprites. Each sprite should
        # go into a list.
        self.coin_list = None
        self.wall_list = None
        self.background_list = None
        self.ladder_list = None
        self.player_list = None

        # Separate variable that holds the player sprite
        self.player_sprite = None

        # Our 'physics' engine
        self.physics_engine = None

        # Used to keep track of our scrolling
        self.view_bottom = 0
        self.view_left = 0

        self.end_of_map = 0

        # Keep track of the score
        self.score = 0

        # Load sounds
        self.collect_coin_sound = arcade.load_sound("sounds/coin1.wav")
        self.jump_sound = arcade.load_sound("sounds/jump1.wav")
        self.game_over = arcade.load_sound("sounds/gameover1.wav")

    def setup(self):
        """ Set up the game here. Call this function to restart the game. """

        # Used to keep track of our scrolling
        self.view_bottom = 0
        self.view_left = 0

        # Keep track of the score
        self.score = 0

        # Create the Sprite lists
        self.player_list = arcade.SpriteList()
        self.background_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()

        # Set up the player, specifically placing it at these coordinates.
        # self.player_sprite = arcade.Sprite("images/player_1/player_stand.png", CHARACTER_SCALING)
        self.player_sprite = PlayerCharacter()
        self.player_sprite.center_x = PLAYER_START_X
        self.player_sprite.center_y = PLAYER_START_Y
        self.player_list.append(self.player_sprite)

        # --- Load in a map from the tiled editor ---

        # Name of the layer in the file that has our platforms/walls
        platforms_layer_name = 'Platforms'
        moving_platforms_layer_name = 'Moving Platforms'

        # Name of the layer that has items for pick-up
        coins_layer_name = 'Coins'

        # Map name
        map_name = f"map_with_ladders.tmx"

        # Read in the tiled map
        my_map = arcade.tilemap.read_tmx(map_name)

        # Calculate the right edge of the my_map in pixels
        self.end_of_map = my_map.map_size.width * GRID_PIXEL_SIZE

        # -- Platforms
        self.wall_list = arcade.tilemap.process_layer(my_map, platforms_layer_name, TILE_SCALING)

        # -- Moving Platforms
        moving_platforms_list = arcade.tilemap.process_layer(my_map, moving_platforms_layer_name, TILE_SCALING)
        for sprite in moving_platforms_list:
            self.wall_list.append(sprite)

        # -- Background objects
        self.background_list = arcade.tilemap.process_layer(my_map, "Background", TILE_SCALING)

        # -- Background objects
        self.ladder_list = arcade.tilemap.process_layer(my_map, "Ladders", TILE_SCALING)

        # -- Coins
        self.coin_list = arcade.tilemap.process_layer(my_map, coins_layer_name, TILE_SCALING)

        # --- Other stuff
        # Set the background color
        if my_map.background_color:
            arcade.set_background_color(my_map.background_color)

        # Create the 'physics engine'
        self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite,
                                                             self.wall_list,
                                                             gravity_constant=GRAVITY,
                                                             ladders=self.ladder_list)

    def on_draw(self):
        """ Render the screen. """

        # Clear the screen to the background color
        arcade.start_render()

        # Draw our sprites
        self.wall_list.draw()
        self.background_list.draw()
        self.ladder_list.draw()
        self.coin_list.draw()
        self.player_list.draw()

        # Draw our score on the screen, scrolling it with the viewport
        score_text = f"Score: {self.score}"
        arcade.draw_text(score_text, 10 + self.view_left, 10 + self.view_bottom,
                         arcade.csscolor.BLACK, 18)

    def process_keychange(self):
        """
        Called when we change a key up/down or we move on/off a ladder.
        """
        # Process up/down
        if self.up_pressed and not self.down_pressed:
            if self.physics_engine.is_on_ladder():
                self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED
            elif self.physics_engine.can_jump() and not self.jump_needs_reset:
                self.player_sprite.change_y = PLAYER_JUMP_SPEED
                self.jump_needs_reset = True
                arcade.play_sound(self.jump_sound)
        elif self.down_pressed and not self.up_pressed:
            if self.physics_engine.is_on_ladder():
                self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED

        # Process up/down when on a ladder and no movement
        if self.physics_engine.is_on_ladder():
            if not self.up_pressed and not self.down_pressed:
                self.player_sprite.change_y = 0
            elif self.up_pressed and self.down_pressed:
                self.player_sprite.change_y = 0

        # Process left/right
        if self.right_pressed and not self.left_pressed:
            self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
        elif self.left_pressed and not self.right_pressed:
            self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
        else:
            self.player_sprite.change_x = 0

    def on_key_press(self, key, modifiers):
        """Called whenever a key is pressed. """

        if key == arcade.key.UP or key == arcade.key.W:
            self.up_pressed = True
        elif key == arcade.key.DOWN or key == arcade.key.S:
            self.down_pressed = True
        elif key == arcade.key.LEFT or key == arcade.key.A:
            self.left_pressed = True
        elif key == arcade.key.RIGHT or key == arcade.key.D:
            self.right_pressed = True

        self.process_keychange()

    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.up_pressed = False
            self.jump_needs_reset = False
        elif key == arcade.key.DOWN or key == arcade.key.S:
            self.down_pressed = False
        elif key == arcade.key.LEFT or key == arcade.key.A:
            self.left_pressed = False
        elif key == arcade.key.RIGHT or key == arcade.key.D:
            self.right_pressed = False

        self.process_keychange()

    def on_update(self, delta_time):
        """ Movement and game logic """

        # Call update on all sprites (The sprites don't do much in this
        # example though.)
        self.physics_engine.update()

        # Update animations
        if self.physics_engine.can_jump():
            self.player_sprite.can_jump = False
        else:
            self.player_sprite.can_jump = True

        if self.physics_engine.is_on_ladder() and not self.physics_engine.can_jump():
            self.player_sprite.is_on_ladder = True
            self.process_keychange()
        else:
            self.player_sprite.is_on_ladder = False
            self.process_keychange()

        self.coin_list.update_animation(delta_time)
        self.background_list.update_animation(delta_time)
        self.player_list.update_animation(delta_time)

        # Update walls, used with moving platforms
        self.wall_list.update()

        # See if the moving wall hit a boundary and needs to reverse direction.
        for wall in self.wall_list:

            if wall.boundary_right and wall.right > wall.boundary_right and wall.change_x > 0:
                wall.change_x *= -1
            if wall.boundary_left and wall.left < wall.boundary_left and wall.change_x < 0:
                wall.change_x *= -1
            if wall.boundary_top and wall.top > wall.boundary_top and wall.change_y > 0:
                wall.change_y *= -1
            if wall.boundary_bottom and wall.bottom < wall.boundary_bottom and wall.change_y < 0:
                wall.change_y *= -1

        # See if we hit any coins
        coin_hit_list = arcade.check_for_collision_with_list(self.player_sprite,
                                                             self.coin_list)

        # Loop through each coin we hit (if any) and remove it
        for coin in coin_hit_list:

            # Figure out how many points this coin is worth
            if 'Points' not in coin.properties:
                print("Warning, collected a coin without a Points property.")
            else:
                points = int(coin.properties['Points'])
                self.score += points

            # Remove the coin
            coin.remove_from_sprite_lists()
            arcade.play_sound(self.collect_coin_sound)

        # Track if we need to change the viewport
        changed_viewport = False

        # --- Manage Scrolling ---

        # 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_viewport = 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_viewport = 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_viewport = 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_viewport = True

        if changed_viewport:
            # 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()