PYMUNK_DEMO_PLATORER_08.py完整列表#
pymunk_demo_platformer_08.py#
1"""
2Example of Pymunk Physics Engine Platformer
3"""
4from typing import Optional
5import arcade
6
7SCREEN_TITLE = "PyMunk Platformer"
8
9# How big are our image tiles?
10SPRITE_IMAGE_SIZE = 128
11
12# Scale sprites up or down
13SPRITE_SCALING_PLAYER = 0.5
14SPRITE_SCALING_TILES = 0.5
15
16# Scaled sprite size for tiles
17SPRITE_SIZE = int(SPRITE_IMAGE_SIZE * SPRITE_SCALING_PLAYER)
18
19# Size of grid to show on screen, in number of tiles
20SCREEN_GRID_WIDTH = 25
21SCREEN_GRID_HEIGHT = 15
22
23# Size of screen to show, in pixels
24SCREEN_WIDTH = SPRITE_SIZE * SCREEN_GRID_WIDTH
25SCREEN_HEIGHT = SPRITE_SIZE * SCREEN_GRID_HEIGHT
26
27# --- Physics forces. Higher number, faster accelerating.
28
29# Gravity
30GRAVITY = 1500
31
32# Damping - Amount of speed lost per second
33DEFAULT_DAMPING = 1.0
34PLAYER_DAMPING = 0.4
35
36# Friction between objects
37PLAYER_FRICTION = 1.0
38WALL_FRICTION = 0.7
39DYNAMIC_ITEM_FRICTION = 0.6
40
41# Mass (defaults to 1)
42PLAYER_MASS = 2.0
43
44# Keep player from going too fast
45PLAYER_MAX_HORIZONTAL_SPEED = 450
46PLAYER_MAX_VERTICAL_SPEED = 1600
47
48# Force applied while on the ground
49PLAYER_MOVE_FORCE_ON_GROUND = 8000
50
51# Force applied when moving left/right in the air
52PLAYER_MOVE_FORCE_IN_AIR = 900
53
54# Strength of a jump
55PLAYER_JUMP_IMPULSE = 1800
56
57# Close enough to not-moving to have the animation go to idle.
58DEAD_ZONE = 0.1
59
60# Constants used to track if the player is facing left or right
61RIGHT_FACING = 0
62LEFT_FACING = 1
63
64# How many pixels to move before we change the texture in the walking animation
65DISTANCE_TO_CHANGE_TEXTURE = 20
66
67
68class PlayerSprite(arcade.Sprite):
69 """ Player Sprite """
70 def __init__(self):
71 """ Init """
72 # Let parent initialize
73 super().__init__()
74
75 # Set our scale
76 self.scale = SPRITE_SCALING_PLAYER
77
78 # Images from Kenney.nl's Character pack
79 # main_path = ":resources:images/animated_characters/female_adventurer/femaleAdventurer"
80 main_path = ":resources:images/animated_characters/female_person/femalePerson"
81 # main_path = ":resources:images/animated_characters/male_person/malePerson"
82 # main_path = ":resources:images/animated_characters/male_adventurer/maleAdventurer"
83 # main_path = ":resources:images/animated_characters/zombie/zombie"
84 # main_path = ":resources:images/animated_characters/robot/robot"
85
86 # Load textures for idle standing
87 self.idle_texture_pair = arcade.load_texture_pair(f"{main_path}_idle.png")
88 self.jump_texture_pair = arcade.load_texture_pair(f"{main_path}_jump.png")
89 self.fall_texture_pair = arcade.load_texture_pair(f"{main_path}_fall.png")
90
91 # Load textures for walking
92 self.walk_textures = []
93 for i in range(8):
94 texture = arcade.load_texture_pair(f"{main_path}_walk{i}.png")
95 self.walk_textures.append(texture)
96
97 # Set the initial texture
98 self.texture = self.idle_texture_pair[0]
99
100 # Default to face-right
101 self.character_face_direction = RIGHT_FACING
102
103 # Index of our current texture
104 self.cur_texture = 0
105
106 # How far have we traveled horizontally since changing the texture
107 self.x_odometer = 0
108
109 def pymunk_moved(self, physics_engine, dx, dy, d_angle):
110 """ Handle being moved by the pymunk engine """
111 # Figure out if we need to face left or right
112 if dx < -DEAD_ZONE and self.character_face_direction == RIGHT_FACING:
113 self.character_face_direction = LEFT_FACING
114 elif dx > DEAD_ZONE and self.character_face_direction == LEFT_FACING:
115 self.character_face_direction = RIGHT_FACING
116
117 # Are we on the ground?
118 is_on_ground = physics_engine.is_on_ground(self)
119
120 # Add to the odometer how far we've moved
121 self.x_odometer += dx
122
123 # Jumping animation
124 if not is_on_ground:
125 if dy > DEAD_ZONE:
126 self.texture = self.jump_texture_pair[self.character_face_direction]
127 return
128 elif dy < -DEAD_ZONE:
129 self.texture = self.fall_texture_pair[self.character_face_direction]
130 return
131
132 # Idle animation
133 if abs(dx) <= DEAD_ZONE:
134 self.texture = self.idle_texture_pair[self.character_face_direction]
135 return
136
137 # Have we moved far enough to change the texture?
138 if abs(self.x_odometer) > DISTANCE_TO_CHANGE_TEXTURE:
139
140 # Reset the odometer
141 self.x_odometer = 0
142
143 # Advance the walking animation
144 self.cur_texture += 1
145 if self.cur_texture > 7:
146 self.cur_texture = 0
147 self.texture = self.walk_textures[self.cur_texture][self.character_face_direction]
148
149
150class GameWindow(arcade.Window):
151 """ Main Window """
152
153 def __init__(self, width, height, title):
154 """ Create the variables """
155
156 # Init the parent class
157 super().__init__(width, height, title)
158
159 # Player sprite
160 self.player_sprite: Optional[PlayerSprite] = None
161
162 # Sprite lists we need
163 self.player_list: Optional[arcade.SpriteList] = None
164 self.wall_list: Optional[arcade.SpriteList] = None
165 self.bullet_list: Optional[arcade.SpriteList] = None
166 self.item_list: Optional[arcade.SpriteList] = None
167
168 # Track the current state of what key is pressed
169 self.left_pressed: bool = False
170 self.right_pressed: bool = False
171
172 # Physics engine
173 self.physics_engine = Optional[arcade.PymunkPhysicsEngine]
174
175 # Set background color
176 self.background_color = arcade.color.AMAZON
177
178 def setup(self):
179 """ Set up everything with the game """
180
181 # Create the sprite lists
182 self.player_list = arcade.SpriteList()
183 self.bullet_list = arcade.SpriteList()
184
185 # Map name
186 map_name = ":resources:/tiled_maps/pymunk_test_map.json"
187
188 # Load in TileMap
189 tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
190
191 # Pull the sprite layers out of the tile map
192 self.wall_list = tile_map.sprite_lists["Platforms"]
193 self.item_list = tile_map.sprite_lists["Dynamic Items"]
194
195 # Create player sprite
196 self.player_sprite = PlayerSprite()
197
198 # Set player location
199 grid_x = 1
200 grid_y = 1
201 self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
202 self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
203 # Add to player sprite list
204 self.player_list.append(self.player_sprite)
205
206 # --- Pymunk Physics Engine Setup ---
207
208 # The default damping for every object controls the percent of velocity
209 # the object will keep each second. A value of 1.0 is no speed loss,
210 # 0.9 is 10% per second, 0.1 is 90% per second.
211 # For top-down games, this is basically the friction for moving objects.
212 # For platformers with gravity, this should probably be set to 1.0.
213 # Default value is 1.0 if not specified.
214 damping = DEFAULT_DAMPING
215
216 # Set the gravity. (0, 0) is good for outer space and top-down.
217 gravity = (0, -GRAVITY)
218
219 # Create the physics engine
220 self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
221 gravity=gravity)
222
223 # Add the player.
224 # For the player, we set the damping to a lower value, which increases
225 # the damping rate. This prevents the character from traveling too far
226 # after the player lets off the movement keys.
227 # Setting the moment of inertia to PymunkPhysicsEngine.MOMENT_INF prevents it from
228 # rotating.
229 # Friction normally goes between 0 (no friction) and 1.0 (high friction)
230 # Friction is between two objects in contact. It is important to remember
231 # in top-down games that friction moving along the 'floor' is controlled
232 # by damping.
233 self.physics_engine.add_sprite(self.player_sprite,
234 friction=PLAYER_FRICTION,
235 mass=PLAYER_MASS,
236 moment_of_inertia=arcade.PymunkPhysicsEngine.MOMENT_INF,
237 collision_type="player",
238 max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
239 max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)
240
241 # Create the walls.
242 # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
243 # move.
244 # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
245 # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
246 # repositioned by code and don't respond to physics forces.
247 # Dynamic is default.
248 self.physics_engine.add_sprite_list(self.wall_list,
249 friction=WALL_FRICTION,
250 collision_type="wall",
251 body_type=arcade.PymunkPhysicsEngine.STATIC)
252
253 # Create the items
254 self.physics_engine.add_sprite_list(self.item_list,
255 friction=DYNAMIC_ITEM_FRICTION,
256 collision_type="item")
257
258 def on_key_press(self, key, modifiers):
259 """Called whenever a key is pressed. """
260
261 if key == arcade.key.LEFT:
262 self.left_pressed = True
263 elif key == arcade.key.RIGHT:
264 self.right_pressed = True
265 elif key == arcade.key.UP:
266 # find out if player is standing on ground
267 if self.physics_engine.is_on_ground(self.player_sprite):
268 # She is! Go ahead and jump
269 impulse = (0, PLAYER_JUMP_IMPULSE)
270 self.physics_engine.apply_impulse(self.player_sprite, impulse)
271
272 def on_key_release(self, key, modifiers):
273 """Called when the user releases a key. """
274
275 if key == arcade.key.LEFT:
276 self.left_pressed = False
277 elif key == arcade.key.RIGHT:
278 self.right_pressed = False
279
280 def on_update(self, delta_time):
281 """ Movement and game logic """
282
283 is_on_ground = self.physics_engine.is_on_ground(self.player_sprite)
284 # Update player forces based on keys pressed
285 if self.left_pressed and not self.right_pressed:
286 # Create a force to the left. Apply it.
287 if is_on_ground:
288 force = (-PLAYER_MOVE_FORCE_ON_GROUND, 0)
289 else:
290 force = (-PLAYER_MOVE_FORCE_IN_AIR, 0)
291 self.physics_engine.apply_force(self.player_sprite, force)
292 # Set friction to zero for the player while moving
293 self.physics_engine.set_friction(self.player_sprite, 0)
294 elif self.right_pressed and not self.left_pressed:
295 # Create a force to the right. Apply it.
296 if is_on_ground:
297 force = (PLAYER_MOVE_FORCE_ON_GROUND, 0)
298 else:
299 force = (PLAYER_MOVE_FORCE_IN_AIR, 0)
300 self.physics_engine.apply_force(self.player_sprite, force)
301 # Set friction to zero for the player while moving
302 self.physics_engine.set_friction(self.player_sprite, 0)
303 else:
304 # Player's feet are not moving. Therefore up the friction so we stop.
305 self.physics_engine.set_friction(self.player_sprite, 1.0)
306
307 # Move items in the physics engine
308 self.physics_engine.step()
309
310 def on_draw(self):
311 """ Draw everything """
312 self.clear()
313 self.wall_list.draw()
314 self.bullet_list.draw()
315 self.item_list.draw()
316 self.player_list.draw()
317
318def main():
319 """ Main function """
320 window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
321 window.setup()
322 arcade.run()
323
324
325if __name__ == "__main__":
326 main()