Prg2/arcade6 dotrun

จาก Theory Wiki
ไปยังการนำทาง ไปยังการค้นหา
This is part of the course Programming 2.

In this tutorial we will sketch rough steps and new techniques for building the Dot Run game.

Arcade-dot-run.png

Steps

These are the steps we will take to implement the game.

  • Shows Dot
  • Dot moves to the right
  • Dot moves and jump on the floor
  • Viewport
  • Shows platforms
  • Jumps on top of platforms
  • Recycles platforms
  • Shows and collects coins
  • Shows score

New techniques

Viewport

Drawing primitives

Player's states for jumping off and onto a platform

Let's get started

Create a new project and set up a Git repository

Create a directory to keep the project. Create a git repository there.

We will start with a very simple dot moving game.

File: dotrun.py
import arcade
from models import World

SCREEN_WIDTH = 600
SCREEN_HEIGHT = 400

class ModelSprite(arcade.Sprite):
    def __init__(self, *args, **kwargs):
        self.model = kwargs.pop('model', None)
 
        super().__init__(*args, **kwargs)
 
    def sync_with_model(self):
        if self.model:
            self.set_position(self.model.x, self.model.y)
 
    def draw(self):
        self.sync_with_model()
        super().draw()
        

class DotRunWindow(arcade.Window):
    def __init__(self, width, height):
        super().__init__(width, height)
 
        arcade.set_background_color(arcade.color.GRAY)

        self.world = World(SCREEN_WIDTH, SCREEN_HEIGHT)
        
        self.dot_sprite = ModelSprite('images/dot.png',
                                      model=self.world.dot)
 
    def update(self, delta):
        self.world.update(delta)


    def on_draw(self):
        arcade.start_render()
        self.dot_sprite.draw()
 
if __name__ == '__main__':
    window = DotRunWindow(SCREEN_WIDTH, SCREEN_HEIGHT)
    arcade.run()
File: models.py
GRAVITY = -1
MAX_VX = 10
ACCX = 1

class Model:
    def __init__(self, world, x, y, angle):
        self.world = world
        self.x = x
        self.y = y
        self.angle = 0

        
class Dot(Model):
    def __init__(self, world, x, y):
        super().__init__(world, x, y, 0)
        self.vx = 0
        self.vy = 0
    
    def update(self, delta):
        if self.vx < MAX_VX:
            self.vx += ACCX

        self.x += self.vx

        
class World:
    def __init__(self, width, height):
        self.width = width
        self.height = height

        self.dot = Dot(self, 0, 100)


    def update(self, delta):
        self.dot.update(delta)

You can use the dot image file here: dot.png. Save it to images/dot.png.

Try to run the game to see if there is a dot moving. Then, commit the code.

Gitmark.png Don't forget to commit your code.

Jumping dot

We will make the dot jumps, basically by having attributes vy and is_jump. The dot will also keep base_y.

File: models.py
class Dot(Model):
    def __init__(self, world, x, y, base_y):
        super().__init__(world, x, y, 0)
        self.vx = 0
        self.vy = 0
        self.is_jump = False

        self.base_y = base_y

When the dot lands, it will stop falling when its y co-ordinate is at most base_y.

When create a dot, make sure to put 100 to base_y.

File: dotrun.py
class World:
    def __init__(self, width, height):
        self.width = width
        self.height = height

        self.dot = Dot(self, 0, 100, 100)

We will create method jump in dot.

File: models.py
class Dot(Model):
    # ...
    def jump(self):
        if not self.is_jump:
            self.is_jump = True
            self.vy = JUMP_VY

Don't forget to add constant JUMP_VY at the top of the code. You can put 10 for it.

To take a key press and make the dot jump, add the following methods.

File: models.py
import arcade.key      # add this line at the top of the code in models.py

class World:
    # ...
    def on_key_press(self, key, key_modifiers):
        if key == arcade.key.SPACE:
            self.dot.jump()

Call it from DotRunWindow.

File: dotrun.py
class DotRunWindow(arcade.Window):
    # ...

    def on_key_press(self, key, key_modifiers):
        self.world.on_key_press(key, key_modifiers)

Exercise: jumping dot

We still need to move the dot according to its vy and make sure that after it's y co-ordinate reaches base_y, it stops the jump (i.e., set vy=0 and is_jump = False).

File: models.py
class Dot(Model):
    # ...
    def update(self, delta):
        if self.vx < MAX_VX:
            self.vx += ACCX

        self.x += self.vx

        if self.is_jump:
            # 
            # complete the code here
            #

Platforms

Coins

Additional steps