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def __init__(self, width, height, title):
super().__init__(width, height, title)
arcade.set_background_color(arcade.color.AMAZON)
def __init__(self, width, height, title):
super().__init__(width, height, title)
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
arcade.set_background_color(arcade.color.AMAZON)
self.character_list = arcade.SpriteList()
self.character_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png", CHARACTER_SCALING)
self.character_sprite.center_x = 150
self.character_sprite.center_y = 110
self.character_list.append(self.character_sprite)
self.wall_list = arcade.SpriteList()
for x in range(0, 1200, 64):
sprite = arcade.Sprite(":resources:images/tiles/boxCrate_double.png", CHARACTER_SCALING)
sprite.center_x = x
sprite.center_y = 32
self.wall_list.append(sprite)
self.physics_engine = arcade.PhysicsEnginePlatformer(self.character_sprite,
self.wall_list,
# -- Background
self.background_list = arcade.tilemap.process_layer(my_map,
"Background",
TILE_SCALING,
base_directory="test_data")
# -- Coins
self.coin_list = arcade.tilemap.process_layer(my_map,
coins_layer_name,
TILE_SCALING,
base_directory="test_data")
# --- Other stuff
# Set the background color
if my_map.background_color:
arcade.set_background_color(my_map.background_color)
# Create the 'physics engine'
self.physics_engine = arcade.PhysicsEnginePlatformer(self.player_sprite,
self.wall_list,
GRAVITY)
os.chdir(file_path)
# Variables that will hold sprite lists
self.player_list = None
# Set up the player info
self.player_sprite = None
# Track the current state of what key is pressed
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
def main():
# Open up our window
arcade.open_window(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
arcade.set_background_color(arcade.color.BLACK)
# Tell the computer to call the draw command at the specified interval.
arcade.schedule(on_draw, 1 / 80)
# Run the program
arcade.run()
# When done running the program, close the window.
arcade.close_window()
def __init__(self, width, height):
super().__init__(width, height)
arcade.set_background_color(arcade.color.BLACK)
self.frame_count = 0
self.all_sprites_list = None
self.enemy_list = None
self.bullet_list = None
self.player = None
while not placed:
# Randomly position
self.player_sprite.center_x = random.randrange(MAZE_WIDTH * SPRITE_SIZE)
self.player_sprite.center_y = random.randrange(MAZE_HEIGHT * SPRITE_SIZE)
# Are we in a wall?
walls_hit = arcade.check_for_collision_with_list(self.player_sprite, self.wall_list)
if len(walls_hit) == 0:
# Not in a wall! Success!
placed = True
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
# Set the viewport boundaries
# These numbers set where we have 'scrolled' to.
self.view_left = 0
self.view_bottom = 0
print(f"Total wall blocks: {len(self.wall_list)}")
# Create the coin instance
coin = Coin("images/coin_01.png", SPRITE_SCALING / 3)
# Position the coin
coin.center_x = random.randrange(SCREEN_WIDTH)
coin.center_y = random.randrange(SCREEN_HEIGHT)
# Add the coin to the lists
self.all_sprites_list.append(coin)
self.coin_list.append(coin)
# Don't show the mouse cursor
self.set_mouse_visible(False)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
def __init__(self, width, height):
super().__init__(width, height)
arcade.set_background_color(arcade.color.WHITE)
coin.circle_center_y = random.randrange(SCREEN_HEIGHT)
# Random radius from 10 to 200
coin.circle_radius = random.randrange(10, 200)
# Random start angle from 0 to 2pi
coin.circle_angle = random.random() * 2 * math.pi
# Add the coin to the lists
self.coin_list.append(coin)
# Don't show the mouse cursor
self.set_mouse_visible(False)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)