pymunk_demo_platformer_06.py Full Listing

pymunk_demo_platformer_06.py
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"""
Example of Pymunk Physics Engine Platformer
"""
import math
from typing import Optional
import arcade

SCREEN_TITLE = "PyMunk Platformer"

# How big are our image tiles?
SPRITE_IMAGE_SIZE = 128

# Scale sprites up or down
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_TILES = 0.5

# Scaled sprite size for tiles
SPRITE_SIZE = int(SPRITE_IMAGE_SIZE * SPRITE_SCALING_PLAYER)

# Size of grid to show on screen, in number of tiles
SCREEN_GRID_WIDTH = 25
SCREEN_GRID_HEIGHT = 15

# Size of screen to show, in pixels
SCREEN_WIDTH = SPRITE_SIZE * SCREEN_GRID_WIDTH
SCREEN_HEIGHT = SPRITE_SIZE * SCREEN_GRID_HEIGHT

# --- Physics forces. Higher number, faster accelerating.

# Gravity
GRAVITY = 1500

# Damping - Amount of speed lost per second
DEFAULT_DAMPING = 1.0
PLAYER_DAMPING = 0.4

# Friction between objects
PLAYER_FRICTION = 1.0
WALL_FRICTION = 0.7
DYNAMIC_ITEM_FRICTION = 0.6

# Mass (defaults to 1)
PLAYER_MASS = 2.0

# Keep player from going too fast
PLAYER_MAX_HORIZONTAL_SPEED = 450
PLAYER_MAX_VERTICAL_SPEED = 1600

# Force applied while on the ground
PLAYER_MOVE_FORCE_ON_GROUND = 8000

class GameWindow(arcade.Window):
    """ Main Window """

    def __init__(self, width, height, title):
        """ Create the variables """

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

        # Player sprite
        self.player_sprite: Optional[arcade.Sprite] = None

        # Sprite lists we need
        self.player_list: Optional[arcade.SpriteList] = None
        self.wall_list: Optional[arcade.SpriteList] = None
        self.bullet_list: Optional[arcade.SpriteList] = None
        self.item_list: Optional[arcade.SpriteList] = None

        # Track the current state of what key is pressed
        self.left_pressed: bool = False
        self.right_pressed: bool = False

        # Physics engine
        self.physics_engine = Optional[arcade.PymunkPhysicsEngine]

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

    def setup(self):
        """ Set up everything with the game """

        # Create the sprite lists
        self.player_list = arcade.SpriteList()
        self.bullet_list = arcade.SpriteList()

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

        # Read in the map layers
        self.wall_list = arcade.tilemap.process_layer(my_map, 'Platforms', SPRITE_SCALING_TILES)
        self.item_list = arcade.tilemap.process_layer(my_map, 'Dynamic Items', SPRITE_SCALING_TILES)

        # Create player sprite
        self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
                                           SPRITE_SCALING_PLAYER)
        # Set player location
        grid_x = 1
        grid_y = 1
        self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
        self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
        # Add to player sprite list
        self.player_list.append(self.player_sprite)

        # --- Pymunk Physics Engine Setup ---

        # The default damping for every object controls the percent of velocity
        # the object will keep each second. A value of 1.0 is no speed loss,
        # 0.9 is 10% per second, 0.1 is 90% per second.
        # For top-down games, this is basically the friction for moving objects.
        # For platformers with gravity, this should probably be set to 1.0.
        # Default value is 1.0 if not specified.
        damping = DEFAULT_DAMPING

        # Set the gravity. (0, 0) is good for outer space and top-down.
        gravity = (0, -GRAVITY)

        # Create the physics engine
        self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
                                                         gravity=gravity)

        # Add the player.
        # For the player, we set the damping to a lower value, which increases
        # the damping rate. This prevents the character from traveling too far
        # after the player lets off the movement keys.
        # Setting the moment to PymunkPhysicsEngine.MOMENT_INF prevents it from
        # rotating.
        # Friction normally goes between 0 (no friction) and 1.0 (high friction)
        # Friction is between two objects in contact. It is important to remember
        # in top-down games that friction moving along the 'floor' is controlled
        # by damping.
        self.physics_engine.add_sprite(self.player_sprite,
                                       friction=PLAYER_FRICTION,
                                       mass=PLAYER_MASS,
                                       moment=arcade.PymunkPhysicsEngine.MOMENT_INF,
                                       collision_type="player",
                                       max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
                                       max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)

        # Create the walls.
        # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
        # move.
        # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
        # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
        # repositioned by code and don't respond to physics forces.
        # Dynamic is default.
        self.physics_engine.add_sprite_list(self.wall_list,
                                            friction=WALL_FRICTION,
                                            collision_type="wall",
                                            body_type=arcade.PymunkPhysicsEngine.STATIC)

        # Create the items
        self.physics_engine.add_sprite_list(self.item_list,
                                            friction=DYNAMIC_ITEM_FRICTION,
                                            collision_type="item")

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

        if 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.LEFT:
            self.left_pressed = False
        elif key == arcade.key.RIGHT:
            self.right_pressed = False

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

        # Update player forces based on keys pressed
        if self.left_pressed and not self.right_pressed:
            # Create a force to the left. Apply it.
            force = (-PLAYER_MOVE_FORCE_ON_GROUND, 0)
            self.physics_engine.apply_force(self.player_sprite, force)
            # Set friction to zero for the player while moving
            self.physics_engine.set_friction(self.player_sprite, 0)
        elif self.right_pressed and not self.left_pressed:
            # Create a force to the right. Apply it.
            force = (PLAYER_MOVE_FORCE_ON_GROUND, 0)
            self.physics_engine.apply_force(self.player_sprite, force)
            # Set friction to zero for the player while moving
            self.physics_engine.set_friction(self.player_sprite, 0)
        else:
            # Player's feet are not moving. Therefore up the friction so we stop.
            self.physics_engine.set_friction(self.player_sprite, 1.0)

        # Move items in the physics engine
        self.physics_engine.step()

    def on_draw(self):
        """ Draw everything """
        arcade.start_render()
        self.wall_list.draw()
        self.bullet_list.draw()
        self.item_list.draw()
        self.player_list.draw()

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


if __name__ == "__main__":
    main()