Python Arcade – Adding Bullets in Game
In this article, we will learn how to add bullets to a game in Arcade using Python.
Adding Bullet
In this example, we are going to add bullets to the screen. For this, we will use some functions:
draw_text(): This function is used to draw text to the screen using Pyglet’s label.
Syntax: arcade.draw_text(text, x, y, color, size, width, align, font_name)
Parameters:
- text: Text we want to display
- x : x coordinate
- y : y coordinate
- color : color of the text
- size : Size of the font
- width : Width of the text
- align : Alignment of the text
- font_name : Name of the font
PhysicsEnginePlatformer(): Simplistic physics engine for use in a platformer.
Syntax: arcade.PhysicsEnginePlatformer( player_sprite , platforms, gravity, ladders)
Parameters:
- player_sprite: sprite of the player
- platforms: The sprites it can’t move through
- gravity: Downward acceleration per frame
- ladders: Ladders the user can climb on
Sprites Used():
In the below example, we are going to create a MainGame() class. Inside this class first, we are going to initialize some variables for velocity, scene, bullet sprite, and player’s sprite then we will create 4 functions inside this class.
- on_draw(): Inside this function, we will use our scene on the screen.
- setup(): In this function, we will initialize our scene object then we will load our player and platform’s sprites. After that, we will call the PhysicsEnginePlatformer() function.
- on_update(): In this function, we will update the physics engine, x coordinates of the player’s sprite, and bullet y-coordinate.
- on_key_press() and on_key_release(): In this function, we will change the value of the velocity variable according to the keyboard key that is pressed or released. When the user presses the down arrow key then we will load our bullet sprite.
Below is the implementation:
Python3
# Importing arcade module import arcade # Creating MainGame class class MainGame(arcade.Window): def __init__( self ): super ().__init__( 600 , 600 , title = "Player Movement" ) # Initializing a variable to store # the velocity of the player self .vel_x = 0 # Creating variable for bullet sprite self .bullet = None # Creating variable to store player sprite self .player = None # Creating variable for our game engine self .physics_engine = None # Creating on_draw() function to draw on the screen def on_draw( self ): arcade.start_render() # Drawing our scene self .scene.draw() def setup( self ): # Initialize Scene object self .scene = arcade.Scene() # Creating different sprite lists self .scene.add_sprite_list( "Player" ) self .scene.add_sprite_list( "Platforms" , use_spatial_hash = True ) # Adding player sprite self .player_sprite = arcade.Sprite( "Player.png" , 1 ) # Adding coordinates for the center of the sprite self .player_sprite.center_x = 64 self .player_sprite.center_y = 90 # Adding Sprite in our scene self .scene.add_sprite( "Player" , self .player_sprite) # Adding platform sprite according to level platform = arcade.Sprite(f "Platform.png" , 1 ) # Adding coordinates for the center of the platform platform.center_x = 300 platform.center_y = 32 self .scene.add_sprite( "Platforms" , platform) # Creating Physics engine self .physics_engine = arcade.PhysicsEnginePlatformer( self .player_sprite, self .scene.get_sprite_list( "Platforms" ), 0.5 ) # Creating on_update function to # update the x coordinate def on_update( self , delta_time): # Changing x coordinate of player self .player_sprite.center_x + = self .vel_x * delta_time # Updating the physics engine to move the player self .physics_engine.update() # If self.bullet has sprites if self .bullet ! = None : # Iterating over every bullet and changing y coordinate for bullet in self .scene.get_sprite_list( "Bullet" ): bullet.center_y + = 5 # Creating function to change the velocity # when button is pressed def on_key_press( self , symbol, modifier): # Checking the button pressed # and changing the value of velocity if symbol = = arcade.key.LEFT: self .vel_x = - 300 elif symbol = = arcade.key.RIGHT: self .vel_x = 300 elif symbol = = arcade.key.UP: if self .physics_engine.can_jump(): self .player_sprite.change_y = 15 elif symbol = = arcade.key.DOWN: # Loading bullet sprite self .bullet = arcade.Sprite( "Bullet.png" , 1 ) # Initializing the starting coordinates self .bullet.center_x = self .player_sprite.center_x self .bullet.bottom = self .player_sprite.top # Adding the bullet sprite in the scene self .scene.add_sprite( "Bullet" , self .bullet) # Creating function to change the velocity # when button is released def on_key_release( self , symbol, modifier): # Checking the button released # and changing the value of velocity if symbol = = arcade.key.LEFT: self .vel_x = 0 elif symbol = = arcade.key.RIGHT: self .vel_x = 0 # Calling MainGame class game = MainGame() game.setup() arcade.run() |
Output:
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