13 Sprites and Walls¶
(Note: Show how to place individual blocks. Blocks in a row, in a column. Use a list.)
13.1 The Simple Physics Engine¶
Many games with sprites often have “walls” that the character can’t move through. There are rather straight-forward to create.
To begin with, let’s get a couple images. Our character, and a box that will act as a blocking wall. Both images are from kenney.nl.
In our setup method, we can create a row of box sprites using a for
loop. In the code below, our y value is always 200, and we change the x value
from 173 to 650. We put a box every 64 pixels because each box happens to be
64 pixels wide.
for x in range(173, 650, 64):
wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
wall.center_x = x
wall.center_y = 200
self.all_sprites_list.append(wall)
self.wall_list.append(wall)
The Arcade Library has a built in “physics engine.” A physics engine handles the interactions between the virtual physical objects in the game. For example, a physics engine might be several balls running into each other, a character sliding down a hill, or a car making a turn on the road.
Physics engines have made impressive gains on what they can simulate. For our game, we’ll just keep things simple and make sure our character can’t walk through walls.
We can create the physics engine in our setup method with the following
code:
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
This identifies the player character (player_sprite), and a list of sprites
(wall_list) that the player character isn’t allowed to pass through.
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
Before, we updated all the sprites with a self.all_sprites_list.update()
command. With the physics engine, we will instead update the sprites by using
the physics engine’s update:
self.physics_engine.update()
The simple physics engine follows the following algorithm:
Move the player in the x direction according to the player’s
change_xvalue.Check the player against the wall list and see if there are any collisions.
If the player is colliding:
- If the player is moving right, set the player’s right edge to the wall’s left edge.
- If the player is moving left, set the player’s left edge to the wall’s right edge.
- If the player isn’t moving left or right, print out a message that we are confused how we hit something when we aren’t moving.
Then we just do the same thing, except with the y coordinates.
You can see the physics engine source code on GitHub.
Here’s the full example:
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Sprite Move With Walls
Simple program to show basic sprite usage.
Artwork from http://kenney.nl
"""
import arcade
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
MOVEMENT_SPEED = 5
class MyApplication(arcade.Window):
""" Main application class. """
def __init__(self, width, height):
"""
Initializer
"""
super().__init__(width, height)
# Sprite lists
self.all_sprites_list = None
self.coin_list = None
# Set up the player
self.score = 0
self.player_sprite = None
self.wall_list = None
# This variable holds our simple "physics engine"
self.physics_engine = None
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.all_sprites_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
# Set up the player
self.score = 0
self.player_sprite = arcade.Sprite("images/character.png",
SPRITE_SCALING)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 64
self.all_sprites_list.append(self.player_sprite)
# -- Set up the walls
# Create a row of boxes
for x in range(173, 650, 64):
wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
wall.center_x = x
wall.center_y = 200
self.all_sprites_list.append(wall)
self.wall_list.append(wall)
# Create a column of boxes
for y in range(273, 500, 64):
wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
wall.center_x = 465
wall.center_y = y
self.all_sprites_list.append(wall)
self.wall_list.append(wall)
# Create the physics engine. Give it a reference to the player, and
# the walls we can't run into.
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.wall_list)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
# Draw all the sprites.
self.all_sprites_list.draw()
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
if key == arcade.key.UP:
self.player_sprite.change_y = MOVEMENT_SPEED
elif key == arcade.key.DOWN:
self.player_sprite.change_y = -MOVEMENT_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):
"""Called when the user releases a key. """
if key == arcade.key.UP or key == arcade.key.DOWN:
self.player_sprite.change_y = 0
elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player_sprite.change_x = 0
def animate(self, delta_time):
""" Movement and game logic """
# Call update on the player, using the physics engine.
self.physics_engine.update()
window = MyApplication(SCREEN_WIDTH, SCREEN_HEIGHT)
window.setup()
arcade.run()
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13.2 Using a View Port for Scrolling¶
What if one screen isn’t enough to hold your maze of walls? We can have a world that is larger than just our window. We do this by adjusting the view port. Normally coordinate (0, 0) is the lower left corner of our screen. We can change that! We could have an entire world stretch from (0, 0) to (3000, 3000), and have a smaller view port that was 800x640 that scrolled around that.
The command for using the view port is set_viewport. This command takes
four arguments. The first two are the left and bottom boundaries of the window.
By default these are zero. That is why (0, 0) is in the lower left of the
screen. The next two commands are the top and right coordinates of the screen.
By default these are the screen width and height, minus one. So an 800
pixel-wide window would have x-coordinates from 0 - 799.
A command like this would shift the whole “view” of the window 200 pixels to the right:
arcade.set_viewport(200, 0, 200 + SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1)
So with a 800 wide pixel window, we would show x-coordinates 200 - 999 instead of 0 - 799.
Instead of hard-coding the shift at 200 pixels, we need to use a variable and have rules around when to shift the view. In our next example, we will create two new instance variables in our application class that hold the left and bottom coordinates for our view port. We’ll default to zero.
self.view_left = 0
self.view_bottom = 0
We are also going to create two new constants. We don’t want the player to reach the edge of the screen before we start scrolling. Because then the player would have no idea where she is going. In our example we will set a “margin” of 40 pixels. When the player is 40 pixels from the edge of the screen, we’ll move the view port so she can see at least 40 pixels around her.
VIEWPORT_MARGIN = 40
Next, in our update method, we need to see if the user has moved too close to the edge of the screen and we need to update the boundaries.
# Keep track of if we changed the boundary. We don't want to call the
# set_viewport command if we didn't change the view port.
changed = False
# Scroll left
left_bndry = self.view_left + VIEWPORT_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_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
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
if self.player_sprite.bottom < bottom_bndry:
self.view_bottom -= bottom_bndry - self.player_sprite.bottom
changed = True
# Make sure our boundaries are integer values. While the view port does
# support floating point numbers, for this application we want every pixel
# in the view port to map directly onto a pixel on the screen. We don't want
# any rounding errors.
self.view_left = int(self.view_left)
self.view_bottom = int(self.view_bottom)
# If we changed the boundary values, update the view port to match
if changed:
arcade.set_viewport(self.view_left,
SCREEN_WIDTH + self.view_left - 1,
self.view_bottom,
SCREEN_HEIGHT + self.view_bottom - 1)
The full example is below:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 | """
Use sprites to scroll around a large screen.
Simple program to show basic sprite usage.
Artwork from http://kenney.nl
"""
import random
import arcade
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
VIEWPORT_MARGIN = 40
MOVEMENT_SPEED = 5
class MyApplication(arcade.Window):
""" Main application class. """
def __init__(self, width, height):
"""
Initializer
"""
super().__init__(width, height)
# Sprite lists
self.all_sprites_list = None
self.coin_list = None
# Set up the player
self.score = 0
self.player_sprite = None
self.wall_list = None
self.physics_engine = None
self.view_bottom = 0
self.view_left = 0
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.all_sprites_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
# Set up the player
self.score = 0
self.player_sprite = arcade.Sprite("images/character.png",
0.4)
self.player_sprite.center_x = 64
self.player_sprite.center_y = 270
self.all_sprites_list.append(self.player_sprite)
# -- Set up several columns of walls
for x in range(200, 1650, 210):
for y in range(0, 1000, 64):
# Randomly skip a box so the player can find a way through
if random.randrange(5) > 0:
wall = arcade.Sprite("images/boxCrate_double.png",
SPRITE_SCALING)
wall.center_x = x
wall.center_y = y
self.all_sprites_list.append(wall)
self.wall_list.append(wall)
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.wall_list)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
# Set the view port boundaries
# These numbers set where we have 'scrolled' to.
self.view_left = 0
self.view_bottom = 0
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
# Draw all the sprites.
self.all_sprites_list.draw()
margin_bottom = 10
margin_left = 20
text = f"Bottom left corner: ({self.view_left}, {self.view_bottom})"
arcade.draw_text(text,
margin_left + self.view_left,
margin_bottom + self.view_bottom,
arcade.color.WHITE)
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
if key == arcade.key.UP:
self.player_sprite.change_y = MOVEMENT_SPEED
elif key == arcade.key.DOWN:
self.player_sprite.change_y = -MOVEMENT_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):
"""Called when the user releases a key. """
if key == arcade.key.UP or key == arcade.key.DOWN:
self.player_sprite.change_y = 0
elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player_sprite.change_x = 0
def animate(self, delta_time):
""" Movement and game logic """
# Call update on all sprites (The sprites don't do much in this
# example though.)
self.physics_engine.update()
# --- Manage Scrolling ---
# Track if we need to change the viewport
changed = False
# Scroll left
left_bndry = self.view_left + VIEWPORT_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_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
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
if self.player_sprite.bottom < bottom_bndry:
self.view_bottom -= bottom_bndry - self.player_sprite.bottom
changed = True
self.view_left = int(self.view_left)
self.view_bottom = int(self.view_bottom)
if changed:
arcade.set_viewport(self.view_left,
SCREEN_WIDTH + self.view_left - 1,
self.view_bottom,
SCREEN_HEIGHT + self.view_bottom - 1)
window = MyApplication(SCREEN_WIDTH, SCREEN_HEIGHT)
window.setup()
arcade.run()
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