04_views.py Full Listing¶
04_views.py¶
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import arcade
# --- Constants ---
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_COIN = .25
COIN_COUNT = 50
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Implement Views Example"
class InstructionView(arcade.View):
""" View to show instructions """
def on_show(self):
""" This is run once when we switch to this view """
arcade.set_background_color(arcade.csscolor.DARK_SLATE_BLUE)
# Reset the viewport, necessary if we have a scrolling game and we need
# to reset the viewport back to the start so we can see what we draw.
arcade.set_viewport(0, SCREEN_WIDTH - 1, 0, SCREEN_HEIGHT - 1)
def on_draw(self):
""" Draw this view """
arcade.start_render()
arcade.draw_text("Instructions Screen", SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
arcade.color.WHITE, font_size=50, anchor_x="center")
arcade.draw_text("Click to advance", SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2-75,
arcade.color.WHITE, font_size=20, anchor_x="center")
def on_mouse_press(self, _x, _y, _button, _modifiers):
""" If the user presses the mouse button, start the game. """
game_view = GameView()
game_view.setup()
self.window.show_view(game_view)
class GameOverView(arcade.View):
""" View to show when game is over """
def __init__(self):
""" This is run once when we switch to this view """
super().__init__()
self.texture = arcade.load_texture("game_over.png")
# Reset the viewport, necessary if we have a scrolling game and we need
# to reset the viewport back to the start so we can see what we draw.
arcade.set_viewport(0, SCREEN_WIDTH - 1, 0, SCREEN_HEIGHT - 1)
def on_draw(self):
""" Draw this view """
arcade.start_render()
self.texture.draw_sized(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
SCREEN_WIDTH, SCREEN_HEIGHT)
def on_mouse_press(self, _x, _y, _button, _modifiers):
""" If the user presses the mouse button, re-start the game. """
game_view = GameView()
game_view.setup()
self.window.show_view(game_view)
class GameView(arcade.View):
""" Our custom Window Class"""
def __init__(self):
""" Initializer """
# Call the parent class initializer
super().__init__()
# Variables that will hold sprite lists
self.player_list = None
self.coin_list = None
# Set up the player info
self.player_sprite = None
self.score = 0
# Don't show the mouse cursor
self.window.set_mouse_visible(False)
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.coin_list = arcade.SpriteList()
# Score
self.score = 0
# Set up the player
# Character image from kenney.nl
self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
SPRITE_SCALING_PLAYER)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 50
self.player_list.append(self.player_sprite)
# Create the coins
for i in range(COIN_COUNT):
# Create the coin instance
# Coin image from kenney.nl
coin = arcade.Sprite(":resources:images/items/coinGold.png",
SPRITE_SCALING_COIN)
# Position the coin
coin.center_x = random.randrange(SCREEN_WIDTH)
coin.center_y = random.randrange(SCREEN_HEIGHT)
# Add the coin to the lists
self.coin_list.append(coin)
def on_draw(self):
""" Draw everything """
arcade.start_render()
self.coin_list.draw()
self.player_list.draw()
# Put the text on the screen.
output = f"Score: {self.score}"
arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
def on_mouse_motion(self, x, y, dx, dy):
""" Handle Mouse Motion """
# Move the center of the player sprite to match the mouse x, y
self.player_sprite.center_x = x
self.player_sprite.center_y = y
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.coin_list.update()
# Generate a list of all sprites that collided with the player.
coins_hit_list = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list)
# Loop through each colliding sprite, remove it, and add to the score.
for coin in coins_hit_list:
coin.remove_from_sprite_lists()
self.score += 1
# Check length of coin list. If it is zero, flip to the
# game over view.
if len(self.coin_list) == 0:
view = GameOverView()
self.window.show_view(view)
def main():
""" Main method """
window = arcade.Window(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
start_view = InstructionView()
window.show_view(start_view)
arcade.run()
if __name__ == "__main__":
main()
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