Step 8 Python#

../../_images/step_06.png
step_08.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        # Create cameras used for scrolling
 43        self.camera_sprites = arcade.SimpleCamera()
 44        self.camera_gui = arcade.SimpleCamera()
 45
 46        self.generate_sprites()
 47
 48        # Our sample GUI text
 49        self.score_text = arcade.Text("Score: 0", 10, 10, arcade.color.WHITE, 24)
 50
 51        arcade.set_background_color(arcade.color.ARMY_GREEN)
 52
 53    def load_shader(self):
 54        # Where is the shader file? Must be specified as a path.
 55        shader_file_path = Path("step_06.glsl")
 56
 57        # Size of the window
 58        window_size = self.get_size()
 59
 60        # Create the shader toy
 61        self.shadertoy = Shadertoy.create_from_file(window_size, shader_file_path)
 62
 63        # Create the channels 0 and 1 frame buffers.
 64        # Make the buffer the size of the window, with 4 channels (RGBA)
 65        self.channel0 = self.shadertoy.ctx.framebuffer(
 66            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
 67        )
 68        self.channel1 = self.shadertoy.ctx.framebuffer(
 69            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
 70        )
 71
 72        # Assign the frame buffers to the channels
 73        self.shadertoy.channel_0 = self.channel0.color_attachments[0]
 74        self.shadertoy.channel_1 = self.channel1.color_attachments[0]
 75
 76    def generate_sprites(self):
 77        # -- Set up several columns of walls
 78        for x in range(0, PLAYING_FIELD_WIDTH, 128):
 79            for y in range(0, PLAYING_FIELD_HEIGHT, int(128 * SPRITE_SCALING)):
 80                # Randomly skip a box so the player can find a way through
 81                if random.randrange(2) > 0:
 82                    wall = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", SPRITE_SCALING)
 83                    wall.center_x = x
 84                    wall.center_y = y
 85                    self.wall_list.append(wall)
 86
 87        # -- Set some hidden bombs in the area
 88        for i in range(BOMB_COUNT):
 89            bomb = arcade.Sprite(":resources:images/tiles/bomb.png", 0.25)
 90            placed = False
 91            while not placed:
 92                bomb.center_x = random.randrange(PLAYING_FIELD_WIDTH)
 93                bomb.center_y = random.randrange(PLAYING_FIELD_HEIGHT)
 94                if not arcade.check_for_collision_with_list(bomb, self.wall_list):
 95                    placed = True
 96            self.bomb_list.append(bomb)
 97
 98        # Create the player
 99        self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png",
100                                           scale=SPRITE_SCALING)
101        self.player_sprite.center_x = 256
102        self.player_sprite.center_y = 512
103        self.player_list.append(self.player_sprite)
104
105        # Physics engine, so we don't run into walls
106        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
107
108        # Start centered on the player
109        self.scroll_to_player(1.0)
110        self.camera_sprites.update()
111
112
113    def on_draw(self):
114        # Use our scrolled camera
115        self.camera_sprites.use()
116
117        # Select the channel 0 frame buffer to draw on
118        self.channel0.use()
119        self.channel0.clear()
120        # Draw the walls
121        self.wall_list.draw()
122
123        self.channel1.use()
124        self.channel1.clear()
125        # Draw the bombs
126        self.bomb_list.draw()
127
128        # Select this window to draw on
129        self.use()
130        # Clear to background color
131        self.clear()
132
133        # Calculate the light position. We have to subtract the camera position
134        # from the player position to get screen-relative coordinates.
135        p = (self.player_sprite.position[0] - self.camera_sprites.position[0],
136             self.player_sprite.position[1] - self.camera_sprites.position[1])
137
138        # Set the uniform data
139        self.shadertoy.program['lightPosition'] = p
140        self.shadertoy.program['lightSize'] = 300
141
142        # Run the shader and render to the window
143        self.shadertoy.render()
144
145        # Draw the walls
146        self.wall_list.draw()
147
148        # Draw the player
149        self.player_list.draw()
150
151        # Switch to the un-scrolled camera to draw the GUI with
152        self.camera_gui.use()
153        # Draw our sample GUI text
154        self.score_text.draw()
155
156    def on_key_press(self, key, modifiers):
157        """Called whenever a key is pressed. """
158
159        if key == arcade.key.UP:
160            self.player_sprite.change_y = PLAYER_MOVEMENT_SPEED
161        elif key == arcade.key.DOWN:
162            self.player_sprite.change_y = -PLAYER_MOVEMENT_SPEED
163        elif key == arcade.key.LEFT:
164            self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED
165        elif key == arcade.key.RIGHT:
166            self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED
167
168    def on_key_release(self, key, modifiers):
169        """Called when the user releases a key. """
170
171        if key == arcade.key.UP or key == arcade.key.DOWN:
172            self.player_sprite.change_y = 0
173        elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
174            self.player_sprite.change_x = 0
175
176    def on_update(self, delta_time):
177        """ Movement and game logic """
178
179        # Call update on all sprites (The sprites don't do much in this
180        # example though.)
181        self.physics_engine.update()
182        # Scroll the screen to the player
183        self.scroll_to_player()
184
185    def scroll_to_player(self, speed=CAMERA_SPEED):
186        """
187        Scroll the window to the player.
188
189        if CAMERA_SPEED is 1, the camera will immediately move to the desired position.
190        Anything between 0 and 1 will have the camera move to the location with a smoother
191        pan.
192        """
193
194        position = Vec2(self.player_sprite.center_x - self.width / 2,
195                        self.player_sprite.center_y - self.height / 2)
196        self.camera_sprites.move_to(position, speed)
197
198    def on_resize(self, width: int, height: int):
199        super().on_resize(width, height)
200        self.camera_sprites.resize(width, height)
201        self.camera_gui.resize(width, height)
202        self.shadertoy.resize((width, height))
203
204
205if __name__ == "__main__":
206    MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
207    arcade.run()