"""
Sprite Collect Coins
Simple program to show basic sprite usage.
Artwork from http://kenney.nl
"""
import arcade
import random
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
COIN_SCALE = 0.5
COIN_COUNT = 50
MOVEMENT_SPEED = 5
class MyAppWindow(arcade.Window):
""" Main application class. """
def __init__(self, width, height):
"""
Initializer
:param width:
:param height:
"""
super().__init__(width, height)
""" Set up the game and initialize the variables. """
# Sprite lists
self.all_sprites_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
# Set up the player
self.score = 0
self.player = arcade.AnimatedWalkingSprite()
filename = "images/character_sheet.png"
image_location_list = [[0, 6, 59, 92]]
self.player.stand_right_textures = \
arcade.load_textures(filename, image_location_list, False)
self.player.stand_left_textures = \
arcade.load_textures(filename, image_location_list, True)
image_location_list = [[591, 5, 64, 93],
[655, 10, 75, 88],
[730, 7, 54, 91],
[784, 3, 59, 95],
[843, 6, 56, 92]]
self.player.walk_right_textures = \
arcade.load_textures(filename, image_location_list, False)
self.player.walk_left_textures = \
arcade.load_textures(filename, image_location_list, True)
self.player.texture_change_distance = 20
self.player.center_x = SCREEN_WIDTH // 2
self.player.center_y = SCREEN_HEIGHT // 2
self.player.scale = 0.8
self.all_sprites_list.append(self.player)
for i in range(COIN_COUNT):
coin = arcade.AnimatedTimeSprite(scale=0.5)
coin.center_x = random.randrange(SCREEN_WIDTH)
coin.center_y = random.randrange(SCREEN_HEIGHT)
coin.textures = []
coin.textures.append(arcade.load_texture("images/gold_1.png",
scale=COIN_SCALE))
coin.textures.append(arcade.load_texture("images/gold_2.png",
scale=COIN_SCALE))
coin.textures.append(arcade.load_texture("images/gold_3.png",
scale=COIN_SCALE))
coin.textures.append(arcade.load_texture("images/gold_4.png",
scale=COIN_SCALE))
coin.textures.append(arcade.load_texture("images/gold_3.png",
scale=COIN_SCALE))
coin.textures.append(arcade.load_texture("images/gold_2.png",
scale=COIN_SCALE))
coin.cur_texture_index = random.randrange(len(coin.textures))
self.coin_list.append(coin)
self.all_sprites_list.append(coin)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
# Draw all the sprites.
self.all_sprites_list.draw()
# Put the text on the screen.
output = "Score: {}".format(self.score)
arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
def on_key_press(self, key, modifiers):
"""
Called whenever the mouse moves.
"""
if key == arcade.key.UP:
self.player.change_y = MOVEMENT_SPEED
elif key == arcade.key.DOWN:
self.player.change_y = -MOVEMENT_SPEED
elif key == arcade.key.LEFT:
self.player.change_x = -MOVEMENT_SPEED
elif key == arcade.key.RIGHT:
self.player.change_x = MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""
Called when the user presses a mouse button.
"""
if key == arcade.key.UP or key == arcade.key.DOWN:
self.player.change_y = 0
elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player.change_x = 0
def animate(self, delta_time):
""" Movement and game logic """
self.all_sprites_list.update()
self.all_sprites_list.update_animation()
# Generate a list of all sprites that collided with the player.
hit_list = \
arcade.check_for_collision_with_list(self.player,
self.coin_list)
# Loop through each colliding sprite, remove it, and add to the score.
for coin in hit_list:
coin.kill()
self.score += 1
def main():
MyAppWindow(SCREEN_WIDTH, SCREEN_HEIGHT)
arcade.run()
if __name__ == "__main__":
main()