pymunk_demo_platformer_11.py Diff

pymunk_demo_platformer_11.py
--- C:\Users\craven\Desktop\WebServer\arcade\doc\tutorials\pymunk_platformer\pymunk_demo_platformer_10.py
+++ C:\Users\craven\Desktop\WebServer\arcade\doc\tutorials\pymunk_platformer\pymunk_demo_platformer_11.py
@@ -183,6 +183,7 @@
         self.wall_list: Optional[arcade.SpriteList] = None
         self.bullet_list: Optional[arcade.SpriteList] = None
         self.item_list: Optional[arcade.SpriteList] = None
+        self.moving_sprites_list: Optional[arcade.SpriteList] = None
 
         # Track the current state of what key is pressed
         self.left_pressed: bool = False
@@ -219,6 +220,11 @@
         self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
         # Add to player sprite list
         self.player_list.append(self.player_sprite)
+
+        # Moving Sprite
+        self.moving_sprites_list = arcade.tilemap.process_layer(my_map,
+                                                                'Moving Platforms',
+                                                                SPRITE_SCALING_TILES)
 
         # --- Pymunk Physics Engine Setup ---
 
@@ -284,6 +290,10 @@
         self.physics_engine.add_sprite_list(self.item_list,
                                             friction=DYNAMIC_ITEM_FRICTION,
                                             collision_type="item")
+
+        # Add kinematic sprites
+        self.physics_engine.add_sprite_list(self.moving_sprites_list,
+                                            body_type=arcade.PymunkPhysicsEngine.KINEMATIC)
 
     def on_key_press(self, key, modifiers):
         """Called whenever a key is pressed. """
@@ -391,10 +401,37 @@
         # Move items in the physics engine
         self.physics_engine.step()
 
+        # For each moving sprite, see if we've reached a boundary and need to
+        # reverse course.
+        for moving_sprite in self.moving_sprites_list:
+            if moving_sprite.boundary_right and \
+                    moving_sprite.change_x > 0 and \
+                    moving_sprite.right > moving_sprite.boundary_right:
+                moving_sprite.change_x *= -1
+            elif moving_sprite.boundary_left and \
+                    moving_sprite.change_x < 0 and \
+                    moving_sprite.left > moving_sprite.boundary_left:
+                moving_sprite.change_x *= -1
+            if moving_sprite.boundary_top and \
+                    moving_sprite.change_y > 0 and \
+                    moving_sprite.top > moving_sprite.boundary_top:
+                moving_sprite.change_y *= -1
+            elif moving_sprite.boundary_bottom and \
+                    moving_sprite.change_y < 0 and \
+                    moving_sprite.bottom < moving_sprite.boundary_bottom:
+                moving_sprite.change_y *= -1
+
+            # Figure out and set our moving platform velocity.
+            # Pymunk uses velocity is in pixels per second. If we instead have
+            # pixels per frame, we need to convert.
+            velocity = (moving_sprite.change_x * 1 / delta_time, moving_sprite.change_y * 1 / delta_time)
+            self.physics_engine.set_velocity(moving_sprite, velocity)
+
     def on_draw(self):
         """ Draw everything """
         arcade.start_render()
         self.wall_list.draw()
+        self.moving_sprites_list.draw()
         self.bullet_list.draw()
         self.item_list.draw()
         self.player_list.draw()