Step 1#

../../_images/step_011.png
step_01.py#
  1import random
  2from pathlib import Path
  3
  4import arcade
  5from arcade.experimental import Shadertoy
  6
  7# Do the math to figure out our screen dimensions
  8SCREEN_WIDTH = 800
  9SCREEN_HEIGHT = 600
 10SCREEN_TITLE = "Ray-casting Demo"
 11
 12SPRITE_SCALING = 0.25
 13
 14# How fast the camera pans to the player. 1.0 is instant.
 15CAMERA_SPEED = 0.1
 16
 17PLAYER_MOVEMENT_SPEED = 7
 18BOMB_COUNT = 70
 19PLAYING_FIELD_WIDTH = 1600
 20PLAYING_FIELD_HEIGHT = 1600
 21
 22
 23class MyGame(arcade.Window):
 24
 25    def __init__(self, width, height, title):
 26        super().__init__(width, height, title)
 27
 28        # The shader toy and 'channels' we'll be using
 29        self.shadertoy = None
 30        self.channel0 = None
 31        self.channel1 = None
 32        self.load_shader()
 33
 34        # Sprites and sprite lists
 35        self.player_sprite = None
 36        self.wall_list = arcade.SpriteList()
 37        self.player_list = arcade.SpriteList()
 38        self.bomb_list = arcade.SpriteList()
 39        self.physics_engine = None
 40
 41        self.generate_sprites()
 42        arcade.set_background_color(arcade.color.ARMY_GREEN)
 43
 44    def load_shader(self):
 45        # Where is the shader file? Must be specified as a path.
 46        shader_file_path = Path("step_01.glsl")
 47
 48        # Size of the window
 49        window_size = self.get_size()
 50
 51        # Create the shader toy
 52        self.shadertoy = Shadertoy.create_from_file(window_size, shader_file_path)
 53
 54        # Create the channels 0 and 1 frame buffers.
 55        # Make the buffer the size of the window, with 4 channels (RGBA)
 56        self.channel0 = self.shadertoy.ctx.framebuffer(
 57            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
 58        )
 59        self.channel1 = self.shadertoy.ctx.framebuffer(
 60            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
 61        )
 62
 63        # Assign the frame buffers to the channels
 64        self.shadertoy.channel_0 = self.channel0.color_attachments[0]
 65        self.shadertoy.channel_1 = self.channel1.color_attachments[0]
 66
 67    def generate_sprites(self):
 68        # -- Set up several columns of walls
 69        for x in range(0, PLAYING_FIELD_WIDTH, 128):
 70            for y in range(0, PLAYING_FIELD_HEIGHT, int(128 * SPRITE_SCALING)):
 71                # Randomly skip a box so the player can find a way through
 72                if random.randrange(2) > 0:
 73                    wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
 74                    wall.center_x = x
 75                    wall.center_y = y
 76                    self.wall_list.append(wall)
 77
 78        # -- Set some hidden bombs in the area
 79        for i in range(BOMB_COUNT):
 80            bomb = arcade.Sprite(":resources:images/tiles/bomb.png", 0.25)
 81            placed = False
 82            while not placed:
 83                bomb.center_x = random.randrange(PLAYING_FIELD_WIDTH)
 84                bomb.center_y = random.randrange(PLAYING_FIELD_HEIGHT)
 85                if not arcade.check_for_collision_with_list(bomb, self.wall_list):
 86                    placed = True
 87            self.bomb_list.append(bomb)
 88
 89        # Create the player
 90        self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
 91                                           scale=SPRITE_SCALING)
 92        self.player_sprite.center_x = 256
 93        self.player_sprite.center_y = 512
 94        self.player_list.append(self.player_sprite)
 95
 96        # Physics engine, so we don't run into walls
 97        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
 98
 99    def on_draw(self):
100        # Select the channel 0 frame buffer to draw on
101        self.channel0.use()
102        self.channel0.clear()
103        # Draw the walls
104        self.wall_list.draw()
105
106        # Select this window to draw on
107        self.use()
108        # Clear to background color
109        self.clear()
110        # Run the shader and render to the window
111        self.shadertoy.render()
112
113    def on_key_press(self, key, modifiers):
114        """Called whenever a key is pressed. """
115
116        if key == arcade.key.UP:
117            self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED
118        elif key == arcade.key.DOWN:
119            self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED
120        elif key == arcade.key.LEFT:
121            self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
122        elif key == arcade.key.RIGHT:
123            self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
124
125    def on_key_release(self, key, modifiers):
126        """Called when the user releases a key. """
127
128        if key == arcade.key.UP or key == arcade.key.DOWN:
129            self.player_sprite.change_y = 0
130        elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
131            self.player_sprite.change_x = 0
132
133    def on_update(self, delta_time):
134        """ Movement and game logic """
135
136        # Call update on all sprites (The sprites don't do much in this
137        # example though.)
138        self.physics_engine.update()
139
140
141if __name__ == "__main__":
142    MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
143    arcade.run()