"""
本程序加载一个tmx地图。
tmx地图文件是一个xml文件,记录了地图的属性,详细地描述了地图的情况。里面主要的标签有map标签,tileset标签,layer标签和data标签。
map标签记录地图整个属性,如宽度,高度,渲染顺序,图块宽高,
tileset标签记录图块信息,主要是图块集的来源
layer标签记录图层信息,图层有id,有名字,有宽度,有高度。有些图层用来做地面或平台,有些图层上面放金币而不做为平台的一部分。
data标签记录图块的二维信息。和csv记录的信息相似。
以下是一个tmx文件示例://后面内容不是的。
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.2" tiledversion="1.2.2" orientation="orthogonal" renderorder="right-down" width="20" height="7" maker="lixingqiu" tilewidth="64" tileheight="64" infinite="0" nextlayerid="3" nextobjectid="1">
<tileset firstgid="1" source="platformPack_tilesheet.tsx"/>
<layer id="1" name="平台" width="20" height="7"> //图层1是平台,就是角色跳来跳去的那个地面,这些地面由图块组成,下面的data就是描述它们的类型和位置的。
<data encoding="csv">
85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,85,
0,0,0,85,85,85,85,85,85,0,0,0,0,0,0,0,0,0,0,0,
0,0,85,85,85,88,0,0,0,0,0,0,0,0,0,1,1,1,0,0,
85,85,85,85,85,0,0,1,1,0,0,0,0,0,1,4,4,4,1,0,
0,0,0,0,0,0,1,4,4,1,76,0,0,1,1,4,4,4,1,1,
1,1,1,1,1,1,4,4,1,1,1,1,1,1,1,4,4,4,1,1,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
</data>
</layer>
<layer id="2" name="coin" width="20" height="7"> //图层2是金币道具层,角色接收金币,这些金币放在哪?这里就是描述它们by lixingqiu。
<data encoding="csv">
49,49,49,49,49,49,49,49,49,49,0,0,0,0,0,0,0,0,0,0,
0,49,49,49,49,49,49,49,49,49,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,49,49,49,49,49,49,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
</map>
"""
import arcade
import os
import time
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Arcade街机模块中tmx地图使用方法示例"
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = (SPRITE_PIXEL_SIZE * SPRITE_SCALING)
# 视口的左右上下
VIEWPORT_MARGIN_TOP = 60
VIEWPORT_MARGIN_BOTTOM = 60
VIEWPORT_RIGHT_MARGIN = 270
VIEWPORT_LEFT_MARGIN = 270
# 物理参数
MOVEMENT_SPEED = 5
JUMP_SPEED = 23
GRAVITY = 1.1
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
"""
Initializer
"""
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# 定义角色列表
self.wall_list = None
self.player_list = None
self.coin_list = None
# 定义玩家变量
self.score = 0
self.player_sprite = None
self.physics_engine = None
self.view_left = 0
self.view_bottom = 0
self.game_over = False
self.last_time = None
self.frame_count = 0
self.fps_message = None
def setup(self):
""" Set up the game and initialize the variables. """
# 角色列表实例化
self.player_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
# 玩家实例化
self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING)
# 玩家起始坐标
self.player_sprite.center_x = 64
self.player_sprite.center_y = 270
self.player_list.append(self.player_sprite)
platforms_layer_name = 'Platforms' # 平台层的名称
coins_layer_name = 'Coins' # 金币层的名称
map_name = "map.tmx"
# 加载地图到内存
my_map = arcade.read_tiled_map(map_name, SPRITE_SCALING)
# 墙也就是平台阵列
map_array = my_map.layers_int_data[platforms_layer_name]
# 地图宽度
self.end_of_map = len(map_array[0]) * GRID_PIXEL_SIZE
# 根据地图和图层产生墙列表
self.wall_list = arcade.generate_sprites(my_map, platforms_layer_name, SPRITE_SCALING)
# 根据地图和图层产生金币列表
self.coin_list = arcade.generate_sprites(my_map, coins_layer_name, SPRITE_SCALING)
# 如果有背景颜色属性则设置背景颜色
if my_map.backgroundcolor:
arcade.set_background_color(my_map.backgroundcolor)
#设定平台型的物理引擎
self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite,
self.wall_list,
gravity_constant=GRAVITY)
# 设定视口初始边界
self.view_left = 0
self.view_bottom = 0
self.game_over = False
def on_draw(self):
"""
Render the screen.
"""
self.frame_count += 1
# 此命令要在所有绘画命令之前执行
arcade.start_render()
# 画所有的角色
self.player_list.draw()
self.wall_list.draw()
self.coin_list.draw()
if self.last_time and self.frame_count % 60 == 0: # 约1秒显示一次fps
fps = 1.0 / (time.time() - self.last_time) * 60
self.fps_message = f"FPS: {fps:5.0f}"
if self.fps_message:
arcade.draw_text(self.fps_message, self.view_left + 10, self.view_bottom + 40, arcade.color.BLACK, 14)
if self.frame_count % 60 == 0:
self.last_time = time.time()
# 在左下角写上距离
distance = self.player_sprite.right
output = f"Distance: {distance}"
arcade.draw_text(output, self.view_left + 10, self.view_bottom + 20, arcade.color.BLACK, 14)
if self.game_over:
arcade.draw_text("Game Over", self.view_left + 200, self.view_bottom + 200, arcade.color.BLACK, 30)
def on_key_press(self, key, modifiers):
"""
当按键时调用此方法
"""
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):
"""
当松开键时调用此方法
"""
if key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player_sprite.change_x = 0
def update(self, delta_time):
""" 移动角色与游戏逻辑 """
if self.player_sprite.right >= self.end_of_map:
self.game_over = True
# 游戏没结束时调用物理引擎的更新方法
if not self.game_over:
self.physics_engine.update()
coins_hit = arcade.check_for_collision_with_list(self.player_sprite, self.coin_list)
for coin in coins_hit:
coin.kill()
self.score += 1
# --- Manage Scrolling ---
# Track if we need to change the view port
changed = False
# Scroll left
left_bndry = self.view_left + VIEWPORT_LEFT_MARGIN
if self.player_sprite.left < left_bndry:
self.view_left -= left_bndry - self.player_sprite.left
changed = True
# Scroll right
right_bndry = self.view_left + SCREEN_WIDTH - VIEWPORT_RIGHT_MARGIN
if self.player_sprite.right > right_bndry:
self.view_left += self.player_sprite.right - right_bndry
changed = True
# Scroll up
top_bndry = self.view_bottom + SCREEN_HEIGHT - VIEWPORT_MARGIN_TOP
if self.player_sprite.top > top_bndry:
self.view_bottom += self.player_sprite.top - top_bndry
changed = True
# Scroll down
bottom_bndry = self.view_bottom + VIEWPORT_MARGIN_BOTTOM
if self.player_sprite.bottom < bottom_bndry:
self.view_bottom -= bottom_bndry - self.player_sprite.bottom
changed = True
# If we need to scroll, go ahead and do it.
if changed:
self.view_left = int(self.view_left)
self.view_bottom = int(self.view_bottom)
arcade.set_viewport(self.view_left,
SCREEN_WIDTH + self.view_left,
self.view_bottom,
SCREEN_HEIGHT + self.view_bottom)
def main():
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
