PYMUNK_DEMO_PLATORER_10.py完整清单#
pymunk_demo_platformer_10.py#
1"""
2Example of Pymunk Physics Engine Platformer
3"""
4import math
5from typing import Optional
6import arcade
7
8SCREEN_TITLE = "PyMunk Platformer"
9
10# How big are our image tiles?
11SPRITE_IMAGE_SIZE = 128
12
13# Scale sprites up or down
14SPRITE_SCALING_PLAYER = 0.5
15SPRITE_SCALING_TILES = 0.5
16
17# Scaled sprite size for tiles
18SPRITE_SIZE = int(SPRITE_IMAGE_SIZE * SPRITE_SCALING_PLAYER)
19
20# Size of grid to show on screen, in number of tiles
21SCREEN_GRID_WIDTH = 25
22SCREEN_GRID_HEIGHT = 15
23
24# Size of screen to show, in pixels
25SCREEN_WIDTH = SPRITE_SIZE * SCREEN_GRID_WIDTH
26SCREEN_HEIGHT = SPRITE_SIZE * SCREEN_GRID_HEIGHT
27
28# --- Physics forces. Higher number, faster accelerating.
29
30# Gravity
31GRAVITY = 1500
32
33# Damping - Amount of speed lost per second
34DEFAULT_DAMPING = 1.0
35PLAYER_DAMPING = 0.4
36
37# Friction between objects
38PLAYER_FRICTION = 1.0
39WALL_FRICTION = 0.7
40DYNAMIC_ITEM_FRICTION = 0.6
41
42# Mass (defaults to 1)
43PLAYER_MASS = 2.0
44
45# Keep player from going too fast
46PLAYER_MAX_HORIZONTAL_SPEED = 450
47PLAYER_MAX_VERTICAL_SPEED = 1600
48
49# Force applied while on the ground
50PLAYER_MOVE_FORCE_ON_GROUND = 8000
51
52# Force applied when moving left/right in the air
53PLAYER_MOVE_FORCE_IN_AIR = 900
54
55# Strength of a jump
56PLAYER_JUMP_IMPULSE = 1800
57
58# Close enough to not-moving to have the animation go to idle.
59DEAD_ZONE = 0.1
60
61# Constants used to track if the player is facing left or right
62RIGHT_FACING = 0
63LEFT_FACING = 1
64
65# How many pixels to move before we change the texture in the walking animation
66DISTANCE_TO_CHANGE_TEXTURE = 20
67
68# How much force to put on the bullet
69BULLET_MOVE_FORCE = 4500
70
71# Mass of the bullet
72BULLET_MASS = 0.1
73
74# Make bullet less affected by gravity
75BULLET_GRAVITY = 300
76
77
78class PlayerSprite(arcade.Sprite):
79 """ Player Sprite """
80 def __init__(self):
81 """ Init """
82 # Let parent initialize
83 super().__init__()
84
85 # Set our scale
86 self.scale = SPRITE_SCALING_PLAYER
87
88 # Images from Kenney.nl's Character pack
89 # main_path = ":resources:images/animated_characters/female_adventurer/femaleAdventurer"
90 main_path = ":resources:images/animated_characters/female_person/femalePerson"
91 # main_path = ":resources:images/animated_characters/male_person/malePerson"
92 # main_path = ":resources:images/animated_characters/male_adventurer/maleAdventurer"
93 # main_path = ":resources:images/animated_characters/zombie/zombie"
94 # main_path = ":resources:images/animated_characters/robot/robot"
95
96 # Load textures for idle standing
97 self.idle_texture_pair = arcade.load_texture_pair(f"{main_path}_idle.png")
98 self.jump_texture_pair = arcade.load_texture_pair(f"{main_path}_jump.png")
99 self.fall_texture_pair = arcade.load_texture_pair(f"{main_path}_fall.png")
100
101 # Load textures for walking
102 self.walk_textures = []
103 for i in range(8):
104 texture = arcade.load_texture_pair(f"{main_path}_walk{i}.png")
105 self.walk_textures.append(texture)
106
107 # Set the initial texture
108 self.texture = self.idle_texture_pair[0]
109
110 # Default to face-right
111 self.character_face_direction = RIGHT_FACING
112
113 # Index of our current texture
114 self.cur_texture = 0
115
116 # How far have we traveled horizontally since changing the texture
117 self.x_odometer = 0
118
119 def pymunk_moved(self, physics_engine, dx, dy, d_angle):
120 """ Handle being moved by the pymunk engine """
121 # Figure out if we need to face left or right
122 if dx < -DEAD_ZONE and self.character_face_direction == RIGHT_FACING:
123 self.character_face_direction = LEFT_FACING
124 elif dx > DEAD_ZONE and self.character_face_direction == LEFT_FACING:
125 self.character_face_direction = RIGHT_FACING
126
127 # Are we on the ground?
128 is_on_ground = physics_engine.is_on_ground(self)
129
130 # Add to the odometer how far we've moved
131 self.x_odometer += dx
132
133 # Jumping animation
134 if not is_on_ground:
135 if dy > DEAD_ZONE:
136 self.texture = self.jump_texture_pair[self.character_face_direction]
137 return
138 elif dy < -DEAD_ZONE:
139 self.texture = self.fall_texture_pair[self.character_face_direction]
140 return
141
142 # Idle animation
143 if abs(dx) <= DEAD_ZONE:
144 self.texture = self.idle_texture_pair[self.character_face_direction]
145 return
146
147 # Have we moved far enough to change the texture?
148 if abs(self.x_odometer) > DISTANCE_TO_CHANGE_TEXTURE:
149
150 # Reset the odometer
151 self.x_odometer = 0
152
153 # Advance the walking animation
154 self.cur_texture += 1
155 if self.cur_texture > 7:
156 self.cur_texture = 0
157 self.texture = self.walk_textures[self.cur_texture][self.character_face_direction]
158
159
160class BulletSprite(arcade.SpriteSolidColor):
161 """ Bullet Sprite """
162 def pymunk_moved(self, physics_engine, dx, dy, d_angle):
163 """ Handle when the sprite is moved by the physics engine. """
164 # If the bullet falls below the screen, remove it
165 if self.center_y < -100:
166 self.remove_from_sprite_lists()
167
168
169class GameWindow(arcade.Window):
170 """ Main Window """
171
172 def __init__(self, width, height, title):
173 """ Create the variables """
174
175 # Init the parent class
176 super().__init__(width, height, title)
177
178 # Player sprite
179 self.player_sprite: Optional[PlayerSprite] = None
180
181 # Sprite lists we need
182 self.player_list: Optional[arcade.SpriteList] = None
183 self.wall_list: Optional[arcade.SpriteList] = None
184 self.bullet_list: Optional[arcade.SpriteList] = None
185 self.item_list: Optional[arcade.SpriteList] = None
186
187 # Track the current state of what key is pressed
188 self.left_pressed: bool = False
189 self.right_pressed: bool = False
190
191 # Physics engine
192 self.physics_engine = Optional[arcade.PymunkPhysicsEngine]
193
194 # Set background color
195 self.background_color = arcade.color.AMAZON
196
197 def setup(self):
198 """ Set up everything with the game """
199
200 # Create the sprite lists
201 self.player_list = arcade.SpriteList()
202 self.bullet_list = arcade.SpriteList()
203
204 # Map name
205 map_name = ":resources:/tiled_maps/pymunk_test_map.json"
206
207 # Load in TileMap
208 tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
209
210 # Pull the sprite layers out of the tile map
211 self.wall_list = tile_map.sprite_lists["Platforms"]
212 self.item_list = tile_map.sprite_lists["Dynamic Items"]
213
214 # Create player sprite
215 self.player_sprite = PlayerSprite()
216
217 # Set player location
218 grid_x = 1
219 grid_y = 1
220 self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
221 self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
222 # Add to player sprite list
223 self.player_list.append(self.player_sprite)
224
225 # --- Pymunk Physics Engine Setup ---
226
227 # The default damping for every object controls the percent of velocity
228 # the object will keep each second. A value of 1.0 is no speed loss,
229 # 0.9 is 10% per second, 0.1 is 90% per second.
230 # For top-down games, this is basically the friction for moving objects.
231 # For platformers with gravity, this should probably be set to 1.0.
232 # Default value is 1.0 if not specified.
233 damping = DEFAULT_DAMPING
234
235 # Set the gravity. (0, 0) is good for outer space and top-down.
236 gravity = (0, -GRAVITY)
237
238 # Create the physics engine
239 self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
240 gravity=gravity)
241
242 def wall_hit_handler(bullet_sprite, _wall_sprite, _arbiter, _space, _data):
243 """ Called for bullet/wall collision """
244 bullet_sprite.remove_from_sprite_lists()
245
246 self.physics_engine.add_collision_handler("bullet", "wall", post_handler=wall_hit_handler)
247
248 def item_hit_handler(bullet_sprite, item_sprite, _arbiter, _space, _data):
249 """ Called for bullet/wall collision """
250 bullet_sprite.remove_from_sprite_lists()
251 item_sprite.remove_from_sprite_lists()
252
253 self.physics_engine.add_collision_handler("bullet", "item", post_handler=item_hit_handler)
254
255 # Add the player.
256 # For the player, we set the damping to a lower value, which increases
257 # the damping rate. This prevents the character from traveling too far
258 # after the player lets off the movement keys.
259 # Setting the moment of inertia to PymunkPhysicsEngine.MOMENT_INF prevents it from
260 # rotating.
261 # Friction normally goes between 0 (no friction) and 1.0 (high friction)
262 # Friction is between two objects in contact. It is important to remember
263 # in top-down games that friction moving along the 'floor' is controlled
264 # by damping.
265 self.physics_engine.add_sprite(self.player_sprite,
266 friction=PLAYER_FRICTION,
267 mass=PLAYER_MASS,
268 moment_of_inertia=arcade.PymunkPhysicsEngine.MOMENT_INF,
269 collision_type="player",
270 max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
271 max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)
272
273 # Create the walls.
274 # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
275 # move.
276 # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
277 # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
278 # repositioned by code and don't respond to physics forces.
279 # Dynamic is default.
280 self.physics_engine.add_sprite_list(self.wall_list,
281 friction=WALL_FRICTION,
282 collision_type="wall",
283 body_type=arcade.PymunkPhysicsEngine.STATIC)
284
285 # Create the items
286 self.physics_engine.add_sprite_list(self.item_list,
287 friction=DYNAMIC_ITEM_FRICTION,
288 collision_type="item")
289
290 def on_key_press(self, key, modifiers):
291 """Called whenever a key is pressed. """
292
293 if key == arcade.key.LEFT:
294 self.left_pressed = True
295 elif key == arcade.key.RIGHT:
296 self.right_pressed = True
297 elif key == arcade.key.UP:
298 # find out if player is standing on ground
299 if self.physics_engine.is_on_ground(self.player_sprite):
300 # She is! Go ahead and jump
301 impulse = (0, PLAYER_JUMP_IMPULSE)
302 self.physics_engine.apply_impulse(self.player_sprite, impulse)
303
304 def on_key_release(self, key, modifiers):
305 """Called when the user releases a key. """
306
307 if key == arcade.key.LEFT:
308 self.left_pressed = False
309 elif key == arcade.key.RIGHT:
310 self.right_pressed = False
311
312 def on_mouse_press(self, x, y, button, modifiers):
313 """ Called whenever the mouse button is clicked. """
314
315 bullet = BulletSprite(width=20, height=5, color=arcade.color.DARK_YELLOW)
316 self.bullet_list.append(bullet)
317
318 # Position the bullet at the player's current location
319 start_x = self.player_sprite.center_x
320 start_y = self.player_sprite.center_y
321 bullet.position = self.player_sprite.position
322
323 # Get from the mouse the destination location for the bullet
324 # IMPORTANT! If you have a scrolling screen, you will also need
325 # to add in self.view_bottom and self.view_left.
326 dest_x = x
327 dest_y = y
328
329 # Do math to calculate how to get the bullet to the destination.
330 # Calculation the angle in radians between the start points
331 # and end points. This is the angle the bullet will travel.
332 x_diff = dest_x - start_x
333 y_diff = dest_y - start_y
334 angle = math.atan2(y_diff, x_diff)
335
336 # What is the 1/2 size of this sprite, so we can figure out how far
337 # away to spawn the bullet
338 size = max(self.player_sprite.width, self.player_sprite.height) / 2
339
340 # Use angle to to spawn bullet away from player in proper direction
341 bullet.center_x += size * math.cos(angle)
342 bullet.center_y += size * math.sin(angle)
343
344 # Set angle of bullet
345 bullet.angle = math.degrees(angle)
346
347 # Gravity to use for the bullet
348 # If we don't use custom gravity, bullet drops too fast, or we have
349 # to make it go too fast.
350 # Force is in relation to bullet's angle.
351 bullet_gravity = (0, -BULLET_GRAVITY)
352
353 # Add the sprite. This needs to be done AFTER setting the fields above.
354 self.physics_engine.add_sprite(bullet,
355 mass=BULLET_MASS,
356 damping=1.0,
357 friction=0.6,
358 collision_type="bullet",
359 gravity=bullet_gravity,
360 elasticity=0.9)
361
362 # Add force to bullet
363 force = (BULLET_MOVE_FORCE, 0)
364 self.physics_engine.apply_force(bullet, force)
365
366 def on_update(self, delta_time):
367 """ Movement and game logic """
368
369 is_on_ground = self.physics_engine.is_on_ground(self.player_sprite)
370 # Update player forces based on keys pressed
371 if self.left_pressed and not self.right_pressed:
372 # Create a force to the left. Apply it.
373 if is_on_ground:
374 force = (-PLAYER_MOVE_FORCE_ON_GROUND, 0)
375 else:
376 force = (-PLAYER_MOVE_FORCE_IN_AIR, 0)
377 self.physics_engine.apply_force(self.player_sprite, force)
378 # Set friction to zero for the player while moving
379 self.physics_engine.set_friction(self.player_sprite, 0)
380 elif self.right_pressed and not self.left_pressed:
381 # Create a force to the right. Apply it.
382 if is_on_ground:
383 force = (PLAYER_MOVE_FORCE_ON_GROUND, 0)
384 else:
385 force = (PLAYER_MOVE_FORCE_IN_AIR, 0)
386 self.physics_engine.apply_force(self.player_sprite, force)
387 # Set friction to zero for the player while moving
388 self.physics_engine.set_friction(self.player_sprite, 0)
389 else:
390 # Player's feet are not moving. Therefore up the friction so we stop.
391 self.physics_engine.set_friction(self.player_sprite, 1.0)
392
393 # Move items in the physics engine
394 self.physics_engine.step()
395
396 def on_draw(self):
397 """ Draw everything """
398 self.clear()
399 self.wall_list.draw()
400 self.bullet_list.draw()
401 self.item_list.draw()
402 self.player_list.draw()
403
404def main():
405 """ Main function """
406 window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
407 window.setup()
408 arcade.run()
409
410
411if __name__ == "__main__":
412 main()