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Python Arcade – Adding Enemies

In this article, we will learn How we can add enemies in arcade.

Adding Enemies

To add enemy to our game we are going to follow the below steps:



Syntax:

 self.enemy = None

Syntax:



self.enemy_move = velocity

Syntax:

self.enemy = arcade.Sprite("path",1)

Syntax:

self.enemy.center_x = value
self.enemy.center_y = value

Syntax:

self.scene.add_sprite("Enemy", self.enemy)

Syntax:

self.enemy.center_x += self.enemy_move

Syntax:

enemy_collide = arcade.check_for_collision_with_list(

            self.player_sprite, self.scene.get_sprite_list(“Enemy”)

        )

Syntax:

for enemy in enemy_collide:

      self.player_sprite.remove_from_sprite_lists()

Functions Used:

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

Syntax: arcade.Camera( width , height, window)

Parameters:

width: width of the viewport

height: height of the viewport

window: Window to associate with this camera

Syntax: arcade.Scene(sprite_lists , name_mapping)

Parameters:

sprite_lists: A list of SpriteList objects

name_mapping: A dictionary of SpriteList objects

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:

PLATFORM

PLAYER

ENEMY

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, camera, score, level, enemy, enemy sprite, and player’s sprite then we will create 6 functions inside this class.

Example: Adding enemy




# 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 Camera
        self.camera = None
  
        # Creating variable to store current score
        self.score = 0
  
        # Creating variable to move the enemy
        self.enemy_move = 5
  
        # Creating variable for enemy sprite
        self.enemy = None
  
        # Creating scene object
        self.scene = 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 the text
        arcade.draw_text('Score :- '+str(self.score), 
                         self.player_sprite.center_x - 500 / 2,
                         self.player_sprite.center_y + 200,
                         arcade.color.WHITE, 30, 5000, 'left')
  
        # Using the camera
        self.camera.use()
          
        # Drawing our scene
        self.scene.draw()
  
    def setup(self):
         # Initialize Scene object
        self.scene = arcade.Scene()
          
        # Using Camera() function
        self.camera = arcade.Camera(600, 600)
  
        # Loading enemy sprite
        self.enemy = arcade.Sprite("Enemy.png", 1)
  
        # Initializing the starting coordinates
        self.enemy.center_x = 500
        self.enemy.center_y = 110
  
        # Adding the enemy sprite in the scene
        self.scene.add_sprite("Enemy", self.enemy)
  
        # 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):
  
        # Moving the position of enemy
        self.enemy.center_x += self.enemy_move
  
        # Changing the direction of enemy movement
        if self.enemy.center_x > 500 or self.enemy.center_x < 160:
            self.enemy_move *= -1
  
        # Checking if the enemy is colliding with player or not
        enemy_collide = arcade.check_for_collision_with_list(
            self.player_sprite, self.scene.get_sprite_list("Enemy")
        )
  
        # Looping through each enemy and removing the player
        # if colliding
        for enemy in enemy_collide:
            # Remove the coin
            self.player_sprite.remove_from_sprite_lists()
  
        # 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()
  
        # Calling the camera_move function
        self.camera_move()
  
    # 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
  
    # 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
  
    def camera_move(self):
  
        # Getting the x coordinate for the center of camera
        screen_x = self.player_sprite.center_x - \
            (self.camera.viewport_width / 2)
  
        # Getting the y coordinate for the center of camera
        screen_y = self.player_sprite.center_y - \
            (self.camera.viewport_height / 2)
  
        # Moving the camera
        self.camera.move_to([screen_x, screen_y])
  
  
# Calling MainGame class
game = MainGame()
game.setup()
arcade.run()

Output:

Killing the Enemy

Now we want to kill the enemy when the player jumps on top of it. For this, we will check if the bottom other player is equal to the top of the enemy or not. If it is equal then we will remove the layer sprite.

Syntax:

x = int(self.player_sprite.center_y – 14)

Syntax:

y = int(self.enemy.center_y + 25)

Syntax:

if x == y:

  self.enemy.remove_from_sprite_lists()

Example: Killing an enemy using Arcade




# 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 Camera
        self.camera = None
  
        # Creating variable to store current score
        self.score = 0
  
        # Creating variable to move the enemy
        self.enemy_move = 2
  
        # Creating variable for enemy sprite
        self.enemy = None
  
        # Creating scene object
        self.scene = 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 the text
        arcade.draw_text('Score :- '+str(self.score), 
                         self.player_sprite.center_x - 500 / 2,
                         self.player_sprite.center_y + 200,
                         arcade.color.WHITE, 30, 5000, 'left')
  
        # Using the camera
        self.camera.use()
          
        # Drawing our scene
        self.scene.draw()
  
    def setup(self):
        
         # Initialize Scene object
        self.scene = arcade.Scene()
          
        # Using Camera() function
        self.camera = arcade.Camera(600, 600)
  
        # Loading enemy sprite
        self.enemy = arcade.Sprite("Enemy.png", 1)
  
        # Initializing the starting coordinates
        self.enemy.center_x = 500
        self.enemy.center_y = 110
  
        # Adding the enemy sprite in the scene
        self.scene.add_sprite("Enemy", self.enemy)
  
        # 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):
  
        # Moving the position of enemy
        self.enemy.center_x += self.enemy_move
  
        # Changing the direction of enemy movement
        if self.enemy.center_x > 500 or self.enemy.center_x < 160:
            self.enemy_move *= -1
  
        # Checking if the enemy is colliding with player or not
        enemy_collide = arcade.check_for_collision_with_list(
            self.player_sprite, self.scene.get_sprite_list("Enemy")
        )
  
        # Looping through each enemy and removing the player if colliding
        for enemy in enemy_collide:
  
            # Checking the top of enemy and bottom of player
            x = int(self.player_sprite.center_y - 14)
            y = int(self.enemy.center_y + 25)
            if x == y:
                self.enemy.remove_from_sprite_lists()
            else:
                # Remove the coin
                self.player_sprite.remove_from_sprite_lists()
  
        # 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()
  
        # Calling the camera_move function
        self.camera_move()
  
    # 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
  
    # 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
  
    def camera_move(self):
  
        # Getting the x coordinate for the center of camera
        screen_x = self.player_sprite.center_x - \
            (self.camera.viewport_width / 2)
  
        # Getting the y coordinate for the center of camera
        screen_y = self.player_sprite.center_y - \
            (self.camera.viewport_height / 2)
  
        # Moving the camera
        self.camera.move_to([screen_x, screen_y])
  
  
# Calling MainGame class
game = MainGame()
game.setup()
arcade.run()

Output:


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