"""
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()
