Line of Sight

Line of Sight
line_of_sight.py
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"""
Line of Sight

.. note:: This uses features from the upcoming version 2.4. The API for these
          functions may still change. To use, you will need to install one of the
          pre-release packages, or install via GitHub.

Artwork from http://kenney.nl

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

import arcade
import os
import random

SPRITE_SCALING = 0.5

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Line of Sight"

MOVEMENT_SPEED = 5

VIEWPORT_MARGIN = 300


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

    def __init__(self, width, height, title):
        """
        Initializer
        """

        # Call the parent class initializer
        super().__init__(width, height, title)

        # 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)

        # Variables that will hold sprite lists
        self.player_list = None
        self.wall_list = None
        self.enemy_list = None

        # Set up the player info
        self.player = None

        # 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.physics_engine = None

        # Used in scrolling
        self.view_bottom = 0
        self.view_left = 0

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

    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList(use_spatial_hash=True)
        self.enemy_list = arcade.SpriteList()

        # Set up the player
        self.player = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png", SPRITE_SCALING)
        self.player.center_x = 50
        self.player.center_y = 350
        self.player_list.append(self.player)

        # Set enemies
        enemy = arcade.Sprite(":resources:images/animated_characters/zombie/zombie_idle.png", SPRITE_SCALING)
        enemy.center_x = 350
        enemy.center_y = 350
        self.enemy_list.append(enemy)

        spacing = 200
        for column in range(10):
            for row in range(10):
                sprite = arcade.Sprite(":resources:images/tiles/grassCenter.png", 0.5)

                x = (column + 1) * spacing
                y = (row + 1) * sprite.height

                sprite.center_x = x
                sprite.center_y = y
                if random.randrange(100) > 20:
                    self.wall_list.append(sprite)

        self.physics_engine = arcade.PhysicsEngineSimple(self.player,
                                                         self.wall_list)

    def on_draw(self):
        """
        Render the screen.
        """
        try:
            # This command has to happen before we start drawing
            arcade.start_render()

            # Draw all the sprites.
            self.player_list.draw()
            self.wall_list.draw()
            self.enemy_list.draw()

            for enemy in self.enemy_list:
                if arcade.has_line_of_sight(self.player.position,
                                            enemy.position,
                                            self.wall_list):
                    color = arcade.color.RED
                else:
                    color = arcade.color.WHITE
                arcade.draw_line(self.player.center_x,
                                 self.player.center_y,
                                 enemy.center_x,
                                 enemy.center_y,
                                 color,
                                 2)

        except Exception as e:
            print(e)

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

        # Calculate speed based on the keys pressed
        self.player.change_x = 0
        self.player.change_y = 0

        if self.up_pressed and not self.down_pressed:
            self.player.change_y = MOVEMENT_SPEED
        elif self.down_pressed and not self.up_pressed:
            self.player.change_y = -MOVEMENT_SPEED
        if self.left_pressed and not self.right_pressed:
            self.player.change_x = -MOVEMENT_SPEED
        elif self.right_pressed and not self.left_pressed:
            self.player.change_x = MOVEMENT_SPEED

        self.physics_engine.update()

        # --- Manage Scrolling ---

        # Keep track of if we changed the boundary. We don't want to call the
        # set_viewport command if we didn't change the view port.
        changed = False

        # Scroll left
        left_boundary = self.view_left + VIEWPORT_MARGIN
        if self.player.left < left_boundary:
            self.view_left -= left_boundary - self.player.left
            changed = True

        # Scroll right
        right_boundary = self.view_left + SCREEN_WIDTH - VIEWPORT_MARGIN
        if self.player.right > right_boundary:
            self.view_left += self.player.right - right_boundary
            changed = True

        # Scroll up
        top_boundary = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN
        if self.player.top > top_boundary:
            self.view_bottom += self.player.top - top_boundary
            changed = True

        # Scroll down
        bottom_boundary = self.view_bottom + VIEWPORT_MARGIN
        if self.player.bottom < bottom_boundary:
            self.view_bottom -= bottom_boundary - self.player.bottom
            changed = True

        # Make sure our boundaries are integer values. While the view port does
        # support floating point numbers, for this application we want every pixel
        # in the view port to map directly onto a pixel on the screen. We don't want
        # any rounding errors.
        self.view_left = int(self.view_left)
        self.view_bottom = int(self.view_bottom)

        # If we changed the boundary values, update the view port to match
        if changed:
            arcade.set_viewport(self.view_left,
                                SCREEN_WIDTH + self.view_left,
                                self.view_bottom,
                                SCREEN_HEIGHT + self.view_bottom)

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

        if key == arcade.key.UP:
            self.up_pressed = True
        elif key == arcade.key.DOWN:
            self.down_pressed = True
        elif key == arcade.key.LEFT:
            self.left_pressed = True
        elif key == arcade.key.RIGHT:
            self.right_pressed = True

    def on_key_release(self, key, modifiers):
        """Called when the user releases a key. """

        if key == arcade.key.UP:
            self.up_pressed = False
        elif key == arcade.key.DOWN:
            self.down_pressed = False
        elif key == arcade.key.LEFT:
            self.left_pressed = False
        elif key == arcade.key.RIGHT:
            self.right_pressed = False


def main():
    """ Main method """
    window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    window.setup()
    arcade.run()


if __name__ == "__main__":
    main()