与敌人为敌的平台#

sprite_enemies_in_platformer.py#
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 | """ Show how to do enemies in a platformer Artwork from: https://kenney.nl Tiled available from: https://www.mapeditor.org/ If Python and Arcade are installed, this example can be run from the command line with: python -m arcade.examples.sprite_enemies_in_platformer """ import arcade import os SPRITE_SCALING = 0.5 SPRITE_NATIVE_SIZE = 128 SPRITE_SIZE = int(SPRITE_NATIVE_SIZE * SPRITE_SCALING) SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Sprite Enemies in a Platformer Example" # How many pixels to keep as a minimum margin between the character # and the edge of the screen. VIEWPORT_MARGIN = 40 RIGHT_MARGIN = 150 # Physics MOVEMENT_SPEED = 5 JUMP_SPEED = 14 GRAVITY = 0.5 class MyGame(arcade.Window): """ Main application class. """ def __init__(self): """ Initializer """ super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # Set the working directory (where we expect to find files) to the same # directory this .py file is in. You can leave this out of your own # code, but it is needed to easily run the examples using "python -m" # as mentioned at the top of this program. file_path = os.path.dirname(os.path.abspath(__file__)) os.chdir(file_path) # Sprite lists self.wall_list = None self.enemy_list = None self.player_list = None # Set up the player self.player_sprite = None self.physics_engine = None self.view_left = 0 self.view_bottom = 0 self.game_over = False def setup(self): """ Set up the game and initialize the variables. """ # Sprite lists self.wall_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList() self.player_list = arcade.SpriteList() # Draw the walls on the bottom for x in range(0, SCREEN_WIDTH, SPRITE_SIZE): wall = arcade.Sprite(":resources:images/tiles/grassMid.png", SPRITE_SCALING) wall.bottom = 0 wall.left = x self.wall_list.append(wall) # Draw the platform for x in range(SPRITE_SIZE * 3, SPRITE_SIZE * 8, SPRITE_SIZE): wall = arcade.Sprite(":resources:images/tiles/grassMid.png", SPRITE_SCALING) wall.bottom = SPRITE_SIZE * 3 wall.left = x self.wall_list.append(wall) # Draw the crates for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 5): wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING) wall.bottom = SPRITE_SIZE wall.left = x self.wall_list.append(wall) # -- Draw an enemy on the ground enemy = arcade.Sprite(":resources:images/enemies/wormGreen.png", SPRITE_SCALING) enemy.bottom = SPRITE_SIZE enemy.left = SPRITE_SIZE * 2 # Set enemy initial speed enemy.change_x = 2 self.enemy_list.append(enemy) # -- Draw a enemy on the platform enemy = arcade.Sprite(":resources:images/enemies/wormGreen.png", SPRITE_SCALING) enemy.bottom = SPRITE_SIZE * 4 enemy.left = SPRITE_SIZE * 4 # Set boundaries on the left/right the enemy can't cross enemy.boundary_right = SPRITE_SIZE * 8 enemy.boundary_left = SPRITE_SIZE * 3 enemy.change_x = 2 self.enemy_list.append(enemy) # -- Set up the player self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png", SPRITE_SCALING) self.player_list.append(self.player_sprite) # Starting position of the player self.player_sprite.center_x = 64 self.player_sprite.center_y = 270 self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite, self.wall_list, gravity_constant=GRAVITY) # 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 self.clear() # Draw all the sprites. self.player_list.draw() self.wall_list.draw() self.enemy_list.draw() def on_key_press(self, key, modifiers): """ Called whenever the mouse moves. """ 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): """ Called when the user presses a mouse button. """ if key == arcade.key.LEFT or key == arcade.key.RIGHT: self.player_sprite.change_x = 0 def on_update(self, delta_time): """ Movement and game logic """ # Update the player based on the physics engine if not self.game_over: # Move the enemies self.enemy_list.update() # Check each enemy for enemy in self.enemy_list: # If the enemy hit a wall, reverse if len(arcade.check_for_collision_with_list(enemy, self.wall_list)) > 0: enemy.change_x *= -1 # If the enemy hit the left boundary, reverse elif enemy.boundary_left is not None and enemy.left < enemy.boundary_left: enemy.change_x *= -1 # If the enemy hit the right boundary, reverse elif enemy.boundary_right is not None and enemy.right > enemy.boundary_right: enemy.change_x *= -1 # Update the player using the physics engine self.physics_engine.update() # See if the player hit a worm. If so, game over. if len(arcade.check_for_collision_with_list(self.player_sprite, self.enemy_list)) > 0: self.game_over = True def main(): window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main() |