pymunk_demo_platformer_10.py Full Listing#
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 # Hit box will be set based on the first image used.
111 self.hit_box = self.texture.hit_box_points
112
113 # Default to face-right
114 self.character_face_direction = RIGHT_FACING
115
116 # Index of our current texture
117 self.cur_texture = 0
118
119 # How far have we traveled horizontally since changing the texture
120 self.x_odometer = 0
121
122 def pymunk_moved(self, physics_engine, dx, dy, d_angle):
123 """ Handle being moved by the pymunk engine """
124 # Figure out if we need to face left or right
125 if dx < -DEAD_ZONE and self.character_face_direction == RIGHT_FACING:
126 self.character_face_direction = LEFT_FACING
127 elif dx > DEAD_ZONE and self.character_face_direction == LEFT_FACING:
128 self.character_face_direction = RIGHT_FACING
129
130 # Are we on the ground?
131 is_on_ground = physics_engine.is_on_ground(self)
132
133 # Add to the odometer how far we've moved
134 self.x_odometer += dx
135
136 # Jumping animation
137 if not is_on_ground:
138 if dy > DEAD_ZONE:
139 self.texture = self.jump_texture_pair[self.character_face_direction]
140 return
141 elif dy < -DEAD_ZONE:
142 self.texture = self.fall_texture_pair[self.character_face_direction]
143 return
144
145 # Idle animation
146 if abs(dx) <= DEAD_ZONE:
147 self.texture = self.idle_texture_pair[self.character_face_direction]
148 return
149
150 # Have we moved far enough to change the texture?
151 if abs(self.x_odometer) > DISTANCE_TO_CHANGE_TEXTURE:
152
153 # Reset the odometer
154 self.x_odometer = 0
155
156 # Advance the walking animation
157 self.cur_texture += 1
158 if self.cur_texture > 7:
159 self.cur_texture = 0
160 self.texture = self.walk_textures[self.cur_texture][self.character_face_direction]
161
162
163class BulletSprite(arcade.SpriteSolidColor):
164 """ Bullet Sprite """
165 def pymunk_moved(self, physics_engine, dx, dy, d_angle):
166 """ Handle when the sprite is moved by the physics engine. """
167 # If the bullet falls below the screen, remove it
168 if self.center_y < -100:
169 self.remove_from_sprite_lists()
170
171
172class GameWindow(arcade.Window):
173 """ Main Window """
174
175 def __init__(self, width, height, title):
176 """ Create the variables """
177
178 # Init the parent class
179 super().__init__(width, height, title)
180
181 # Player sprite
182 self.player_sprite: Optional[PlayerSprite] = None
183
184 # Sprite lists we need
185 self.player_list: Optional[arcade.SpriteList] = None
186 self.wall_list: Optional[arcade.SpriteList] = None
187 self.bullet_list: Optional[arcade.SpriteList] = None
188 self.item_list: Optional[arcade.SpriteList] = None
189
190 # Track the current state of what key is pressed
191 self.left_pressed: bool = False
192 self.right_pressed: bool = False
193
194 # Physics engine
195 self.physics_engine = Optional[arcade.PymunkPhysicsEngine]
196
197 # Set background color
198 arcade.set_background_color(arcade.color.AMAZON)
199
200 def setup(self):
201 """ Set up everything with the game """
202
203 # Create the sprite lists
204 self.player_list = arcade.SpriteList()
205 self.bullet_list = arcade.SpriteList()
206
207 # Map name
208 map_name = ":resources:/tiled_maps/pymunk_test_map.json"
209
210 # Load in TileMap
211 tile_map = arcade.load_tilemap(map_name, SPRITE_SCALING_TILES)
212
213 # Pull the sprite layers out of the tile map
214 self.wall_list = tile_map.sprite_lists["Platforms"]
215 self.item_list = tile_map.sprite_lists["Dynamic Items"]
216
217 # Create player sprite
218 self.player_sprite = PlayerSprite()
219
220 # Set player location
221 grid_x = 1
222 grid_y = 1
223 self.player_sprite.center_x = SPRITE_SIZE * grid_x + SPRITE_SIZE / 2
224 self.player_sprite.center_y = SPRITE_SIZE * grid_y + SPRITE_SIZE / 2
225 # Add to player sprite list
226 self.player_list.append(self.player_sprite)
227
228 # --- Pymunk Physics Engine Setup ---
229
230 # The default damping for every object controls the percent of velocity
231 # the object will keep each second. A value of 1.0 is no speed loss,
232 # 0.9 is 10% per second, 0.1 is 90% per second.
233 # For top-down games, this is basically the friction for moving objects.
234 # For platformers with gravity, this should probably be set to 1.0.
235 # Default value is 1.0 if not specified.
236 damping = DEFAULT_DAMPING
237
238 # Set the gravity. (0, 0) is good for outer space and top-down.
239 gravity = (0, -GRAVITY)
240
241 # Create the physics engine
242 self.physics_engine = arcade.PymunkPhysicsEngine(damping=damping,
243 gravity=gravity)
244
245 def wall_hit_handler(bullet_sprite, _wall_sprite, _arbiter, _space, _data):
246 """ Called for bullet/wall collision """
247 bullet_sprite.remove_from_sprite_lists()
248
249 self.physics_engine.add_collision_handler("bullet", "wall", post_handler=wall_hit_handler)
250
251 def item_hit_handler(bullet_sprite, item_sprite, _arbiter, _space, _data):
252 """ Called for bullet/wall collision """
253 bullet_sprite.remove_from_sprite_lists()
254 item_sprite.remove_from_sprite_lists()
255
256 self.physics_engine.add_collision_handler("bullet", "item", post_handler=item_hit_handler)
257
258 # Add the player.
259 # For the player, we set the damping to a lower value, which increases
260 # the damping rate. This prevents the character from traveling too far
261 # after the player lets off the movement keys.
262 # Setting the moment to PymunkPhysicsEngine.MOMENT_INF prevents it from
263 # rotating.
264 # Friction normally goes between 0 (no friction) and 1.0 (high friction)
265 # Friction is between two objects in contact. It is important to remember
266 # in top-down games that friction moving along the 'floor' is controlled
267 # by damping.
268 self.physics_engine.add_sprite(self.player_sprite,
269 friction=PLAYER_FRICTION,
270 mass=PLAYER_MASS,
271 moment=arcade.PymunkPhysicsEngine.MOMENT_INF,
272 collision_type="player",
273 max_horizontal_velocity=PLAYER_MAX_HORIZONTAL_SPEED,
274 max_vertical_velocity=PLAYER_MAX_VERTICAL_SPEED)
275
276 # Create the walls.
277 # By setting the body type to PymunkPhysicsEngine.STATIC the walls can't
278 # move.
279 # Movable objects that respond to forces are PymunkPhysicsEngine.DYNAMIC
280 # PymunkPhysicsEngine.KINEMATIC objects will move, but are assumed to be
281 # repositioned by code and don't respond to physics forces.
282 # Dynamic is default.
283 self.physics_engine.add_sprite_list(self.wall_list,
284 friction=WALL_FRICTION,
285 collision_type="wall",
286 body_type=arcade.PymunkPhysicsEngine.STATIC)
287
288 # Create the items
289 self.physics_engine.add_sprite_list(self.item_list,
290 friction=DYNAMIC_ITEM_FRICTION,
291 collision_type="item")
292
293 def on_key_press(self, key, modifiers):
294 """Called whenever a key is pressed. """
295
296 if key == arcade.key.LEFT:
297 self.left_pressed = True
298 elif key == arcade.key.RIGHT:
299 self.right_pressed = True
300 elif key == arcade.key.UP:
301 # find out if player is standing on ground
302 if self.physics_engine.is_on_ground(self.player_sprite):
303 # She is! Go ahead and jump
304 impulse = (0, PLAYER_JUMP_IMPULSE)
305 self.physics_engine.apply_impulse(self.player_sprite, impulse)
306
307 def on_key_release(self, key, modifiers):
308 """Called when the user releases a key. """
309
310 if key == arcade.key.LEFT:
311 self.left_pressed = False
312 elif key == arcade.key.RIGHT:
313 self.right_pressed = False
314
315 def on_mouse_press(self, x, y, button, modifiers):
316 """ Called whenever the mouse button is clicked. """
317
318 bullet = BulletSprite(20, 5, arcade.color.DARK_YELLOW)
319 self.bullet_list.append(bullet)
320
321 # Position the bullet at the player's current location
322 start_x = self.player_sprite.center_x
323 start_y = self.player_sprite.center_y
324 bullet.position = self.player_sprite.position
325
326 # Get from the mouse the destination location for the bullet
327 # IMPORTANT! If you have a scrolling screen, you will also need
328 # to add in self.view_bottom and self.view_left.
329 dest_x = x
330 dest_y = y
331
332 # Do math to calculate how to get the bullet to the destination.
333 # Calculation the angle in radians between the start points
334 # and end points. This is the angle the bullet will travel.
335 x_diff = dest_x - start_x
336 y_diff = dest_y - start_y
337 angle = math.atan2(y_diff, x_diff)
338
339 # What is the 1/2 size of this sprite, so we can figure out how far
340 # away to spawn the bullet
341 size = max(self.player_sprite.width, self.player_sprite.height) / 2
342
343 # Use angle to to spawn bullet away from player in proper direction
344 bullet.center_x += size * math.cos(angle)
345 bullet.center_y += size * math.sin(angle)
346
347 # Set angle of bullet
348 bullet.angle = math.degrees(angle)
349
350 # Gravity to use for the bullet
351 # If we don't use custom gravity, bullet drops too fast, or we have
352 # to make it go too fast.
353 # Force is in relation to bullet's angle.
354 bullet_gravity = (0, -BULLET_GRAVITY)
355
356 # Add the sprite. This needs to be done AFTER setting the fields above.
357 self.physics_engine.add_sprite(bullet,
358 mass=BULLET_MASS,
359 damping=1.0,
360 friction=0.6,
361 collision_type="bullet",
362 gravity=bullet_gravity,
363 elasticity=0.9)
364
365 # Add force to bullet
366 force = (BULLET_MOVE_FORCE, 0)
367 self.physics_engine.apply_force(bullet, force)
368
369 def on_update(self, delta_time):
370 """ Movement and game logic """
371
372 is_on_ground = self.physics_engine.is_on_ground(self.player_sprite)
373 # Update player forces based on keys pressed
374 if self.left_pressed and not self.right_pressed:
375 # Create a force to the left. Apply it.
376 if is_on_ground:
377 force = (-PLAYER_MOVE_FORCE_ON_GROUND, 0)
378 else:
379 force = (-PLAYER_MOVE_FORCE_IN_AIR, 0)
380 self.physics_engine.apply_force(self.player_sprite, force)
381 # Set friction to zero for the player while moving
382 self.physics_engine.set_friction(self.player_sprite, 0)
383 elif self.right_pressed and not self.left_pressed:
384 # Create a force to the right. Apply it.
385 if is_on_ground:
386 force = (PLAYER_MOVE_FORCE_ON_GROUND, 0)
387 else:
388 force = (PLAYER_MOVE_FORCE_IN_AIR, 0)
389 self.physics_engine.apply_force(self.player_sprite, force)
390 # Set friction to zero for the player while moving
391 self.physics_engine.set_friction(self.player_sprite, 0)
392 else:
393 # Player's feet are not moving. Therefore up the friction so we stop.
394 self.physics_engine.set_friction(self.player_sprite, 1.0)
395
396 # Move items in the physics engine
397 self.physics_engine.step()
398
399 def on_draw(self):
400 """ Draw everything """
401 self.clear()
402 self.wall_list.draw()
403 self.bullet_list.draw()
404 self.item_list.draw()
405 self.player_list.draw()
406
407def main():
408 """ Main function """
409 window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
410 window.setup()
411 arcade.run()
412
413
414if __name__ == "__main__":
415 main()