Step 9 - Multiple Levels and Other Layers¶
Here’s an expanded example:
This adds foreground, background, and “Don’t Touch” layers.
The background tiles appear behind the player
The foreground appears in front of the player
The Don’t Touch layer will reset the player to the start (228-237)
The player resets to the start if they fall off the map (217-226)
If the player gets to the right side of the map, the program attempts to load another layer
Add
level
attribute (69-70)Updated
setup
to load a file based on the level (76-144, specifically lines 77 and 115)Added end-of-map check(245-256)
More Advanced Example¶
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Platformer Game
"""
import arcade
# 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 = 10
GRAVITY = 1
PLAYER_JUMP_SPEED = 20
# 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 = 64
PLAYER_START_Y = 225
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.coin_list = None
self.wall_list = None
self.foreground_list = None
self.background_list = None
self.dont_touch_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
# Keep track of the score
self.score = 0
# Where is the right edge of the map?
self.end_of_map = 0
# Level
self.level = 1
# Load sounds
self.collect_coin_sound = arcade.load_sound(":resources:sounds/coin1.wav")
self.jump_sound = arcade.load_sound(":resources:sounds/jump1.wav")
self.game_over = arcade.load_sound(":resources:sounds/gameover1.wav")
def setup(self, level):
""" 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.foreground_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.
image_source = ":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png"
self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING)
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'
# Name of the layer that has items for pick-up
coins_layer_name = 'Coins'
# Name of the layer that has items for foreground
foreground_layer_name = 'Foreground'
# Name of the layer that has items for background
background_layer_name = 'Background'
# Name of the layer that has items we shouldn't touch
dont_touch_layer_name = "Don't Touch"
# Map name
map_name = f":resources:tmx_maps/map2_level_{level}.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
# -- Background
self.background_list = arcade.tilemap.process_layer(my_map,
background_layer_name,
TILE_SCALING)
# -- Foreground
self.foreground_list = arcade.tilemap.process_layer(my_map,
foreground_layer_name,
TILE_SCALING)
# -- Platforms
self.wall_list = arcade.tilemap.process_layer(map_object=my_map,
layer_name=platforms_layer_name,
scaling=TILE_SCALING,
use_spatial_hash=True)
# -- Coins
self.coin_list = arcade.tilemap.process_layer(my_map,
coins_layer_name,
TILE_SCALING,
use_spatial_hash=True)
# -- Don't Touch Layer
self.dont_touch_list = arcade.tilemap.process_layer(my_map,
dont_touch_layer_name,
TILE_SCALING,
use_spatial_hash=True)
# --- 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)
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.wall_list.draw()
self.coin_list.draw()
self.dont_touch_list.draw()
self.player_list.draw()
self.foreground_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 on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
if key == arcade.key.UP or key == arcade.key.W:
if self.physics_engine.can_jump():
self.player_sprite.change_y = PLAYER_JUMP_SPEED
arcade.play_sound(self.jump_sound)
elif key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """
if key == arcade.key.LEFT or key == arcade.key.A:
self.player_sprite.change_x = 0
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_sprite.change_x = 0
def update(self, delta_time):
""" Movement and game logic """
# Move the player with the physics engine
self.physics_engine.update()
# 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:
# Remove the coin
coin.remove_from_sprite_lists()
# Play a sound
arcade.play_sound(self.collect_coin_sound)
# Add one to the score
self.score += 1
# Track if we need to change the viewport
changed_viewport = False
# Did the player fall off the map?
if self.player_sprite.center_y < -100:
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
# Set the camera to the start
self.view_left = 0
self.view_bottom = 0
changed_viewport = True
arcade.play_sound(self.game_over)
# Did the player touch something they should not?
if arcade.check_for_collision_with_list(self.player_sprite,
self.dont_touch_list):
self.player_sprite.change_x = 0
self.player_sprite.change_y = 0
self.player_sprite.center_x = PLAYER_START_X
self.player_sprite.center_y = PLAYER_START_Y
# Set the camera to the start
self.view_left = 0
self.view_bottom = 0
changed_viewport = True
arcade.play_sound(self.game_over)
# See if the user got to the end of the level
if self.player_sprite.center_x >= self.end_of_map:
# Advance to the next level
self.level += 1
# Load the next level
self.setup(self.level)
# Set the camera to the start
self.view_left = 0
self.view_bottom = 0
changed_viewport = True
# --- 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(window.level)
arcade.run()
if __name__ == "__main__":
main()
|
Note
What else might you want to do?
Bullets (or something you can shoot)