3 Commits

41 changed files with 890 additions and 200 deletions
-2
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@@ -174,5 +174,3 @@ cython_debug/
# PyPI configuration file # PyPI configuration file
.pypirc .pypirc
# Tiled
.tiled-session
-24
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@@ -1,24 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.12.1" orientation="isometric" renderorder="left-down" width="30" height="20" tilewidth="64" tileheight="32" infinite="0" nextlayerid="5" nextobjectid="1">
<tileset firstgid="1" source="tiles/base.tsx"/>
<layer id="2" name="flor" width="30" height="20">
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<layer id="1" name="walls" width="30" height="20">
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</data>
</layer>
<layer id="4" name="player" width="30" height="20">
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</layer>
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-4
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.12.1" name="base" tilewidth="64" tileheight="64" tilecount="192" columns="16">
<image source="64x64.png" width="1024" height="768"/>
</tileset>
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+4
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@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.12.1" name="gold" tilewidth="64" tileheight="64" tilecount="4" columns="4">
<image source="tiles/gold.png" width="256" height="64"/>
</tileset>
+37 -1
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@@ -1,17 +1,53 @@
{ {
"activeFile": "level1.tmj",
"expandedProjectPaths": [ "expandedProjectPaths": [
"." "."
], ],
"fileStates": {
"gold.tsx": {
"scaleInDock": 1,
"scaleInEditor": 1
},
"level1.tmj": {
"scale": 0.25,
"selectedLayer": 3,
"viewCenter": {
"x": 1092,
"y": 5412
}
},
"slimeBlock.tsx": {
"scaleInDock": 1,
"scaleInEditor": 1
},
"tiles.tsx": {
"scaleInDock": 1,
"scaleInEditor": 1
}
},
"last.imagePath": "C:/Users/laktionov/Downloads/TanksGame/arcade/tiles",
"map.height": 10,
"map.lastUsedFormat": "json",
"map.renderOrder": "2",
"map.tileHeight": 64,
"map.tileWidth": 64,
"map.width": 50,
"openFiles": [ "openFiles": [
"level1.tmj", "level1.tmj",
"tiles.tsx", "tiles.tsx",
"slimeBlock.tsx", "slimeBlock.tsx",
"gold.tsx" "gold.tsx"
], ],
"project": "level.tiled-project",
"recentFiles": [ "recentFiles": [
"gold.tsx", "gold.tsx",
"slimeBlock.tsx", "slimeBlock.tsx",
"tiles.tsx", "tiles.tsx",
"level1.tmj" "level1.tmj"
] ],
"tileset.lastUsedFormat": "tsx",
"tileset.tileSize": {
"height": 64,
"width": 64
}
} }
+686
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"height":50,
"id":7,
"name":"player",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":50,
"x":0,
"y":0
}],
"nextlayerid":11,
"nextobjectid":36,
"orientation":"orthogonal",
"renderorder":"left-down",
"tiledversion":"1.12.1",
"tileheight":128,
"tilesets":[
{
"firstgid":1,
"source":"tiles.tsx"
},
{
"firstgid":157,
"source":"slimeBlock.tsx"
},
{
"firstgid":158,
"source":"gold.tsx"
}],
"tilewidth":128,
"type":"map",
"version":"1.10",
"width":50
}
+151 -125
View File
@@ -2,150 +2,176 @@ import arcade
from random import randint from random import randint
SCREEN_WIDTH = 1920 SCREEN_WIDTH = 1920
SCREEN_HEIGHT = 1280 SCREEN_HEIGHT = 1024
SCREEN_FULL = True GRAVITY = 1
TILE_WIDTH = 64
TILE_HEIGHT = 32
class Engine: class Player(arcade.SpriteList):
def __init__(self,player_sprite,wall_list): def __init__(self,sp):
self.player = player_sprite
self.dynamic = arcade.SpriteList()
self.dynamic.append(self.player)
self.walls = wall_list
def add_list(self,sprite_list):
for sprite in sprite_list:
self.dynamic.append(sprite)
def can_move(self,obj,vec):
new_pos = (obj.center_x + vec[0]*TILE_WIDTH//2,obj.center_y + vec[1]*TILE_HEIGHT//2)
for wall in self.walls:
if wall.position == new_pos:
return False
return True
def update(self,delta_time):
pass
def draw(self):
dr = arcade.SpriteList()
for wall in self.walls:
for obj in self.dynamic:
if wall.position in [
(obj.center_x-TILE_WIDTH//2,obj.center_y-TILE_HEIGHT//2),
(obj.center_x+TILE_WIDTH//2,obj.center_y-TILE_HEIGHT//2),
(obj.center_x,obj.center_y-TILE_HEIGHT)]:
if not obj in dr:
dr.append(obj)
dr.append(wall)
for obj in self.dynamic:
if not obj in dr:
dr.append(obj)
dr.draw()
def to_iso(tile_list):
for tile in tile_list:
col = tile.center_x//TILE_WIDTH
row = tile.center_y//TILE_HEIGHT
tile.center_x = tile.center_x - TILE_WIDTH//2 * (col-row)
tile.center_y = tile.center_y - TILE_HEIGHT//2 * (col+row)
return tile_list
class Player(arcade.Sprite):
def __init__(self,sprite,lookLeft=True,control=False):
super().__init__() super().__init__()
self.texture = sprite.texture self.sprite = sp[0]
self.lookLeft = lookLeft self.append(self.sprite)
self.damage_cooldown = 0
self.visible = True
def draw(self):
if self.damage_cooldown > 0:
self.damage_cooldown -= 1
self.visible = not self.visible
else:
self.visible = True
if self.visible:
super().draw()
def update(self,delta_time):
if self.damage_cooldown > 0:
self.damage_cooldown -= 1
super().update()
def damage(self,cooldown):
self.damage_cooldown = cooldown
class Coin(arcade.Sprite):
#Подготовка текстур для анимации
coin_texture = arcade.SpriteSheet('./tiles/gold.png').get_texture_grid((64,64),4,4)
coin_texture_reverse = coin_texture[1:-1]
coin_texture_reverse.reverse()
coin_texture.extend(coin_texture_reverse)
del coin_texture_reverse
sprite_list = arcade.SpriteList()
texture_list = coin_texture
del coin_texture
def __init__(self,sprite):
super().__init__(sprite.textures[0],scale=sprite.scale)
self.center_x = sprite.center_x self.center_x = sprite.center_x
self.center_y = sprite.center_y self.center_y = sprite.center_y
self.move_timer = 0 self.cur_texture = randint(0,len(Coin.texture_list))
def update(self,delta_time): self.texture_timer = 0
self.move_timer += delta_time for tex in Coin.texture_list:
if self.move_timer >= 1: self.append_texture(tex)
self.move_timer = 0 Coin.sprite_list.append(self)
way = randint(0,3) def update(self, delta_time):
if way == 0: self.texture_timer += delta_time
self.move(1,1,delta_time) if self.texture_timer >= 0.2:
elif way == 1: self.texture_timer = 0
self.move(1,-1,delta_time) self.cur_texture += 1
elif way == 2: if self.cur_texture > len(Coin.texture_list):
self.move(-1,-1,delta_time) self.cur_texture = 0
elif way == 3: self.set_texture(self.cur_texture)
self.move(-1,1,delta_time) def collision(self):
super().update() Coin.sprite_list.remove(self)
@classmethod
def draw(cls):
cls.sprite_list.draw()
def move(self,dx,dy,dt=1): @classmethod
self.lookLeft = False if self.change_x > 0 else True def update_list(cls):
self.center_x = self.center_x + dx*TILE_WIDTH//2 cls.sprite_list.update()
self.center_y = self.center_y + dy*TILE_HEIGHT//2
if dx > 0 and self.lookLeft: class Enemy(arcade.Sprite):
self.texture = self.texture.flip_left_right() sprite_list = arcade.SpriteList()
self.lookLeft = False def __init__(self,sprite):
elif dx < 0 and not self.lookLeft: super().__init__(sprite.texture,scale=sprite.scale)
self.texture = self.texture.flip_left_right() self.center_x = sprite.center_x
self.lookLeft = True self.center_y = sprite.center_y
self.angle = sprite.angle
Enemy.sprite_list.append(self)
def collision(self):
pass
@classmethod
def draw(cls):
cls.sprite_list.draw()
class MainView(arcade.View): class MainView(arcade.View):
def __init__(self): def __init__(self):
super().__init__() super().__init__()
self.background_color = (100,100,200) self.background_color = (100,100,200)
self.move = (0,0) self.key_up = False
self.tilemap = arcade.load_tilemap('./assets/level1.tmx',scaling=1) self.key_down = False
self.flor = self.tilemap.sprite_lists["flor"] self.key_left = False
self.flor = to_iso(self.flor) self.key_right = False
self.walls = self.tilemap.sprite_lists["walls"] self.tile_map = arcade.load_tilemap('./level1.tmj',scaling=0.5)
self.walls = to_iso(self.walls) #Стены
objects = self.tilemap.sprite_lists["objects"] self.walls = self.tile_map.sprite_lists["map"]
objects = to_iso(objects) #Фоновые тайлы
self.enemys = arcade.SpriteList() self.background = self.tile_map.sprite_lists["back"]
for obj in objects: #Объекты монеток
self.enemys.append(Player(obj)) for coin in self.tile_map.sprite_lists["coins"]:
Coin(coin)
#Объекты врагов
for enemy in self.tile_map.sprite_lists["enemy"]:
Enemy(enemy)
#Объект игрока
self.player = Player(self.tile_map.sprite_lists["player"])
#Подключаем физику только для стен и гравитации
self.engine = arcade.PhysicsEnginePlatformer(
player_sprite=self.player.sprite,
gravity_constant=GRAVITY,
walls=self.walls
)
#Создаем камеру
self.camera = arcade.Camera2D() self.camera = arcade.Camera2D()
objects = self.tilemap.sprite_lists["player"]
objects = to_iso(objects)
self.player = Player(objects[0],control=True)
self.engine = Engine(self.player,self.walls) def on_update(self, delta_time):
self.engine.add_list(self.enemys) if self.key_up and self.engine.can_jump():
self.engine.jump(20)
if self.key_left:
self.player.sprite.change_x = -10
elif self.key_right:
self.player.sprite.change_x = 10
else:
self.player.sprite.change_x = 0
#self.player.update(delta_time)
self.engine.update()
#Перемещение камеры на игрока
screen_center_x, screen_center_y = self.player.sprite.position
if screen_center_x < self.camera.viewport_width/2:
screen_center_x = self.camera.viewport_width/2
if screen_center_y < self.camera.viewport_height/2:
screen_center_y = self.camera.viewport_height/2
if screen_center_x > (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2:
screen_center_x = (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2
self.camera.position = screen_center_x,screen_center_y
#Анимация монеток
Coin.update_list()
#Подбор монеток при колизии
colls = arcade.check_for_collision_with_list(self.player.sprite,Coin.sprite_list)
for coin in colls:
coin.collision()
#Столкновения с врагами
colls = arcade.check_for_collision_with_list(self.player.sprite,Enemy.sprite_list)
for enemy in colls:
enemy.collision()
self.player.damage(10)
def on_draw(self): def on_draw(self):
self.clear() self.clear()
self.camera.use() self.camera.use()
self.flor.draw() self.background.draw()
self.engine.draw() Enemy.draw()
#self.enemys.draw() Coin.draw()
self.player.draw()
self.walls.draw()
def on_update(self,delta_time):
self.camera.position = (self.player.center_x,self.player.center_y)
self.engine.update(delta_time)
#self.enemys.update(delta_time)
def on_mouse_press(self,x,y,but,mod):
world_point = self.camera.unproject((x,y))
tile_col = world_point.x/TILE_WIDTH
tile_row = world_point.y/TILE_HEIGHT
sheet = arcade.load_spritesheet('./assets/tiles/64x64.png')
textures = sheet.get_texture_grid((64,64),16,184)
self.walls.append(
arcade.Sprite(
textures[165],
center_x=world_point.x - world_point.x%(TILE_WIDTH//2),
center_y=world_point.y - world_point.y%(TILE_HEIGHT//2)
)
)
def on_key_press(self,key,mod): def on_key_press(self,key,mod):
if key == arcade.key.W and self.engine.can_move(self.player,(1,1)): if key == arcade.key.W:
self.player.move(1,1) self.key_up = True
elif key == arcade.key.A and self.engine.can_move(self.player,(-1,1)): if key == arcade.key.S:
self.player.move(-1,1) self.key_down = True
elif key == arcade.key.S and self.engine.can_move(self.player,(-1,-1)): if key == arcade.key.A:
self.player.move(-1,-1) self.key_left = True
elif key == arcade.key.D and self.engine.can_move(self.player,(1,-1)): if key == arcade.key.D:
self.player.move(1,-1) self.key_right = True
def on_key_release(self,key,mod):
if key == arcade.key.W:
self.key_up = False
if key == arcade.key.S:
self.key_down = False
if key == arcade.key.A:
self.key_left = False
if key == arcade.key.D:
self.key_right = False
if __name__ == '__main__': if __name__ == '__main__':
window = arcade.Window( window = arcade.Window(SCREEN_WIDTH,SCREEN_HEIGHT,'Geometry dash!',fullscreen=True)
SCREEN_WIDTH,
SCREEN_HEIGHT,
'Isometric game',
fullscreen=SCREEN_FULL)
view = MainView() view = MainView()
window.show_view(view) window.show_view(view)
arcade.run() arcade.run()
-40
View File
@@ -1,40 +0,0 @@
{
"activeFile": "assets/level1.tmx",
"expandedProjectPaths": [
],
"fileStates": {
"assets/level1.tmx": {
"scale": 1,
"selectedLayer": 1,
"viewCenter": {
"x": 623.5,
"y": 417
}
},
"assets/tiles/base.tsx": {
"scaleInDock": 1,
"scaleInEditor": 1
}
},
"last.imagePath": "C:/Users/laktionov/Downloads/TanksGame/arcade/assets/tiles",
"map.lastUsedFormat": "tmx",
"map.layerDataFormat": "1",
"map.orientation": "2",
"map.renderOrder": "2",
"map.tileHeight": 64,
"map.tileWidth": 64,
"openFiles": [
"assets/level1.tmx",
"assets/tiles/base.tsx"
],
"project": "map.tiled-project",
"recentFiles": [
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"assets/level1.tmx"
],
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"tileset.tileSize": {
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"width": 64
}
}
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.12.1" name="slimeBlock" tilewidth="128" tileheight="128" tilecount="1" columns="1">
<image source="./tiles/slimeBlock.png" width="128" height="128"/>
</tileset>
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.12.1" name="tiles" tilewidth="128" tileheight="128" tilecount="156" columns="13">
<image source="./tiles/tiles.png" width="1664" height="1536"/>
</tileset>
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