带上下左右和斜移动平台演示,lixingqiu译

"""
带上下左右和斜移动平台演示。
加载一张csv地图,它是用Tiled程序制作的。
本程序需要Arcade街机游戏模块支持,目前最新版本是2.00b4,(2019/2/28)
可在命令提示符下用户 pip install arcade==2.0.0b4安装,安装后在IDLE中用import arcade
如果提示缺少ffmpeg,则用pip继续安装它即可。以下代码来自官网,注释翻译与改编为lixingqiu
"""
import arcade
import os

SPRITE_SCALING = 0.5

SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 600
SCREEN_TITLE = "带上下左右和斜移动平台演示,lixingqiu译"
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * SPRITE_SCALING)

# 视口边距
VIEWPORT_MARGIN = SPRITE_PIXEL_SIZE * SPRITE_SCALING
RIGHT_MARGIN = 4 * SPRITE_PIXEL_SIZE * SPRITE_SCALING

# 物理常数设定
MOVEMENT_SPEED = 10 * SPRITE_SCALING
JUMP_SPEED = 28 * SPRITE_SCALING
GRAVITY = .9 * SPRITE_SCALING


def get_map():
    """加载逗号隔开的csv地图,返回二维数字表"""
    map_file = open("map.csv")
    map_array = []
    for line in map_file:
        line = line.strip()
        map_row = line.split(",")
        for index, item in enumerate(map_row):
            map_row[index] = int(item)
        map_array.append(map_row)
    return map_array


class MyGame(arcade.Window):
    """ 主要应用程序类,继承自窗口类 """

    def __init__(self, width, height, title):
        """
        初始化方法,这里定义了一些变量。
        """

        super().__init__(width, height, title) 

        # 定义一些列表
        self.all_sprites_list = None
        self.all_wall_list = None
        self.static_wall_list = None
        self.moving_wall_list = None
        self.player_list = None
        self.coin_list = None

        #  给玩家角色定义一些变量
        self.player_sprite = None
        self.physics_engine = None
        self.view_left = 0
        self.view_bottom = 0
        self.game_over = False

    def setup(self):
        """ 设置游戏,实例化一些变量. """

        # 角色列表实例化
        self.all_sprites_list = arcade.SpriteList()
        self.all_wall_list = arcade.SpriteList()
        self.static_wall_list = arcade.SpriteList()
        self.moving_wall_list = arcade.SpriteList()
        self.player_list = arcade.SpriteList()

        # 实例化玩家角色
        self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING)
        self.player_sprite.center_x = 2 * GRID_PIXEL_SIZE
        self.player_sprite.center_y = 3 * GRID_PIXEL_SIZE
        self.player_list.append(self.player_sprite)

        map_array = get_map()

        # 地图像素长度
        self.end_of_map = len(map_array[0]) * GRID_PIXEL_SIZE
        # 根据csv里的数字决定实例化的墙块的类型
        for row_index, row in enumerate(map_array):
            for column_index, item in enumerate(row):

                if item == -1:
                    continue
                elif item == 0:
                    wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
                elif item == 1:
                    wall = arcade.Sprite("images/grassLeft.png", SPRITE_SCALING)
                elif item == 2:
                    wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
                elif item == 3:
                    wall = arcade.Sprite("images/grassRight.png", SPRITE_SCALING)

                wall.left = column_index * GRID_PIXEL_SIZE
                wall.top = (7 - row_index) * GRID_PIXEL_SIZE
                self.all_sprites_list.append(wall)
                self.all_wall_list.append(wall)
                self.static_wall_list.append(wall)

        # 创建左右移动的平台
        wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
        wall.center_y = 3 * GRID_PIXEL_SIZE
        wall.center_x = 3 * GRID_PIXEL_SIZE
        wall.boundary_left = 2 * GRID_PIXEL_SIZE
        wall.boundary_right = 5 * GRID_PIXEL_SIZE
        wall.change_x = 2 * SPRITE_SCALING

        self.all_sprites_list.append(wall)
        self.all_wall_list.append(wall)
        self.moving_wall_list.append(wall)

        # C建左右移动的平台
        wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
        wall.center_y = 3 * GRID_PIXEL_SIZE
        wall.center_x = 7 * GRID_PIXEL_SIZE
        wall.boundary_left = 5 * GRID_PIXEL_SIZE
        wall.boundary_right = 9 * GRID_PIXEL_SIZE
        wall.change_x = -2 * SPRITE_SCALING

        self.all_sprites_list.append(wall)
        self.all_wall_list.append(wall)
        self.moving_wall_list.append(wall)

        # 建上下移动的平台
        wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
        wall.center_y = 5 * GRID_PIXEL_SIZE
        wall.center_x = 5 * GRID_PIXEL_SIZE
        wall.boundary_top = 8 * GRID_PIXEL_SIZE
        wall.boundary_bottom = 4 * GRID_PIXEL_SIZE
        wall.change_y = 2 * SPRITE_SCALING

        self.all_sprites_list.append(wall)
        self.all_wall_list.append(wall)
        self.moving_wall_list.append(wall)

        # 建斜向移动的平台
        wall = arcade.Sprite("images/grassMid.png", SPRITE_SCALING)
        wall.center_y = 5 * GRID_PIXEL_SIZE
        wall.center_x = 8 * GRID_PIXEL_SIZE
        wall.boundary_left = 7 * GRID_PIXEL_SIZE
        wall.boundary_right = 9 * GRID_PIXEL_SIZE

        wall.boundary_top = 8 * GRID_PIXEL_SIZE
        wall.boundary_bottom = 4 * GRID_PIXEL_SIZE
        wall.change_x = 2 * SPRITE_SCALING
        wall.change_y = 2 * SPRITE_SCALING

        self.all_sprites_list.append(wall)
        self.all_wall_list.append(wall)
        self.moving_wall_list.append(wall)

        # 加载平台型的物理引擎
        self.physics_engine = \
            arcade.PhysicsEnginePlatformer(self.player_sprite,
                                           self.all_wall_list,
                                           gravity_constant=GRAVITY)

        # 设置背景颜色为亚马逊绿
        arcade.set_background_color(arcade.color.AMAZON)

        # 设置视区初始值 
        self.view_left = 0
        self.view_bottom = 0

        self.game_over = False

    def on_draw(self):
        """
        每帧重画屏幕
        """

        # 重画所有对象之前要先调用下面的命令
        arcade.start_render()

        # 画所有角色
        self.static_wall_list.draw()
        self.moving_wall_list.draw()
        self.player_list.draw()

        # Put the text on the screen.
        # Adjust the text position based on the viewport so that we don't
        # scroll the text too.
        # 根据视区左下角坐标放置得分文本
        distance = self.player_sprite.right
        output = f"Distance: {distance}"
        arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20,
                         arcade.color.WHITE, 14)

        if self.game_over:
            output = "Game Over"
            arcade.draw_text(output, self.view_left + 200,
                             self.view_bottom + 200,
                             arcade.color.WHITE, 30)

    def on_key_press(self, key, modifiers):
        """
        当键按下时调用此方法
        """
        if key == arcade.key.UP:
            if self.physics_engine.can_jump():
                self.player_sprite.change_y = JUMP_SPEED
        elif key == arcade.key.LEFT:
            self.player_sprite.change_x = -MOVEMENT_SPEED
        elif key == arcade.key.RIGHT:
            self.player_sprite.change_x = MOVEMENT_SPEED

    def on_key_release(self, key, modifiers):
        """
        当键松开时调用此方法
        """
        if key == arcade.key.LEFT or key == arcade.key.RIGHT:
            self.player_sprite.change_x = 0

    def update(self, delta_time):
        """ 移动角色们与游戏逻辑 """

        if self.player_sprite.right >= self.end_of_map:
            self.game_over = True

        # 更新所有角色
        if not self.game_over:
            self.physics_engine.update()
 

        changed = False

        # 视口左滚动 self.view_left是视口最左x坐标
        left_boundary = self.view_left + VIEWPORT_MARGIN
        if self.player_sprite.left < left_boundary:
            self.view_left -= left_boundary - self.player_sprite.left # 视口往左移,弥补差
            changed = True

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

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

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

        # 如果改变了重新设置视口
        if changed:
            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(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    window.setup()
    arcade.run()


if __name__ == "__main__":
    main()