Step 7 Python#

../../_images/step_06.png
step_07.py#
  1import random
  2from pathlib import Path
  3from pyglet.math import Vec2
  4
  5import arcade
  6from arcade.experimental import Shadertoy
  7
  8# Do the math to figure out our screen dimensions
  9SCREEN_WIDTH = 800
 10SCREEN_HEIGHT = 600
 11SCREEN_TITLE = "Ray-casting Demo"
 12
 13SPRITE_SCALING = 0.25
 14
 15# How fast the camera pans to the player. 1.0 is instant.
 16CAMERA_SPEED = 0.1
 17
 18PLAYER_MOVEMENT_SPEED = 7
 19BOMB_COUNT = 70
 20PLAYING_FIELD_WIDTH = 1600
 21PLAYING_FIELD_HEIGHT = 1600
 22
 23
 24class MyGame(arcade.Window):
 25
 26    def __init__(self, width, height, title):
 27        super().__init__(width, height, title, resizable=True)
 28
 29        # The shader toy and 'channels' we'll be using
 30        self.shadertoy = None
 31        self.channel0 = None
 32        self.channel1 = None
 33        self.load_shader()
 34
 35        # Sprites and sprite lists
 36        self.player_sprite = None
 37        self.wall_list = arcade.SpriteList()
 38        self.player_list = arcade.SpriteList()
 39        self.bomb_list = arcade.SpriteList()
 40        self.physics_engine = None
 41
 42        self.generate_sprites()
 43        arcade.set_background_color(arcade.color.ARMY_GREEN)
 44
 45    def load_shader(self):
 46        # Where is the shader file? Must be specified as a path.
 47        shader_file_path = Path("step_06.glsl")
 48
 49        # Size of the window
 50        window_size = self.get_size()
 51
 52        # Create the shader toy
 53        self.shadertoy = Shadertoy.create_from_file(window_size, shader_file_path)
 54
 55        # Create the channels 0 and 1 frame buffers.
 56        # Make the buffer the size of the window, with 4 channels (RGBA)
 57        self.channel0 = self.shadertoy.ctx.framebuffer(
 58            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
 59        )
 60        self.channel1 = self.shadertoy.ctx.framebuffer(
 61            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
 62        )
 63
 64        # Assign the frame buffers to the channels
 65        self.shadertoy.channel_0 = self.channel0.color_attachments[0]
 66        self.shadertoy.channel_1 = self.channel1.color_attachments[0]
 67
 68    def generate_sprites(self):
 69        # -- Set up several columns of walls
 70        for x in range(0, PLAYING_FIELD_WIDTH, 128):
 71            for y in range(0, PLAYING_FIELD_HEIGHT, int(128 * SPRITE_SCALING)):
 72                # Randomly skip a box so the player can find a way through
 73                if random.randrange(2) > 0:
 74                    wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
 75                    wall.center_x = x
 76                    wall.center_y = y
 77                    self.wall_list.append(wall)
 78
 79        # -- Set some hidden bombs in the area
 80        for i in range(BOMB_COUNT):
 81            bomb = arcade.Sprite(":resources:images/tiles/bomb.png", 0.25)
 82            placed = False
 83            while not placed:
 84                bomb.center_x = random.randrange(PLAYING_FIELD_WIDTH)
 85                bomb.center_y = random.randrange(PLAYING_FIELD_HEIGHT)
 86                if not arcade.check_for_collision_with_list(bomb, self.wall_list):
 87                    placed = True
 88            self.bomb_list.append(bomb)
 89
 90        # Create the player
 91        self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
 92                                           scale=SPRITE_SCALING)
 93        self.player_sprite.center_x = 256
 94        self.player_sprite.center_y = 512
 95        self.player_list.append(self.player_sprite)
 96
 97        # Physics engine, so we don't run into walls
 98        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
 99
100    def on_draw(self):
101        # Select the channel 0 frame buffer to draw on
102        self.channel0.use()
103        self.channel0.clear()
104        # Draw the walls
105        self.wall_list.draw()
106
107        self.channel1.use()
108        self.channel1.clear()
109        # Draw the bombs
110        self.bomb_list.draw()
111
112        # Select this window to draw on
113        self.use()
114        # Clear to background color
115        self.clear()
116        # Run the shader and render to the window
117        self.shadertoy.program['lightPosition'] = self.player_sprite.position
118        self.shadertoy.program['lightSize'] = 300
119        self.shadertoy.render()
120
121        # Draw the walls
122        self.wall_list.draw()
123
124        # Draw the player
125        self.player_list.draw()
126
127    def on_key_press(self, key, modifiers):
128        """Called whenever a key is pressed. """
129
130        if key == arcade.key.UP:
131            self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED
132        elif key == arcade.key.DOWN:
133            self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED
134        elif key == arcade.key.LEFT:
135            self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
136        elif key == arcade.key.RIGHT:
137            self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
138
139    def on_key_release(self, key, modifiers):
140        """Called when the user releases a key. """
141
142        if key == arcade.key.UP or key == arcade.key.DOWN:
143            self.player_sprite.change_y = 0
144        elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
145            self.player_sprite.change_x = 0
146
147    def on_update(self, delta_time):
148        """ Movement and game logic """
149
150        # Call update on all sprites (The sprites don't do much in this
151        # example though.)
152        self.physics_engine.update()
153
154    def on_resize(self, width: int, height: int):
155        super().on_resize(width, height)
156        self.shadertoy.resize((width, height))
157
158
159if __name__ == "__main__":
160    MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
161    arcade.run()