Step 8 - Display The Score#
Now that we can collect coins and get points, we need a way to display the score on the screen.
This process is a little bit more complex than just drawing some text at an X and Y location. For properly drawing text, or any GUI elements, we need to use a separate camera than the one we use to draw the rest of our scene.
This is because we are scrolling around the main game camera, but we want our GUI elements to stay still. Using a second camera lets us do this.
As an example, if we were not to use a second camera, and instead draw on the same camera as our scene. We would need to offset the position that we draw our text at by position of the camera. This might be easier if you’re only displaying one thing, but if you have a lot of GUI elements this could get out of hand.
First start by creating the new GUI camera and the score variables in the __init__
function.
self.camera = None
# A Camera that can be used to draw GUI elements
self.gui_camera = None
Then we can initialize them in the setup
function. We reset the score to 0 here because this
function is intended to fully reset the game back to it’s starting state.
self.camera = arcade.Camera(self.width, self.height)
# Set up the GUI Camera
self.gui_camera = arcade.Camera(self.width, self.height)
Then in our on_draw
function we can first draw our scene like normal, and then switch to the
GUI camera, and then finally draw our text.
)
def on_draw(self):
"""Render the screen."""
# Clear the screen to the background color
self.clear()
# Activate the game camera
self.camera.use()
# Draw our Scene
self.scene.draw()
# Activate the GUI camera before drawing GUI elements
self.gui_camera.use()
# Draw our score on the screen, scrolling it with the viewport
score_text = f"Score: {self.score}"
arcade.draw_text(
score_text,
10,
10,
arcade.csscolor.WHITE,
Lastly in the on_update
function we just need to update the score when a player collects a coin:
)
# Loop through each coin we hit (if any) and remove it
for coin in coin_hit_list:
# Remove the coin
coin.remove_from_sprite_lists()
# Play a sound
arcade.play_sound(self.collect_coin_sound)
Note
You might also want to add:
A count of how many coins are left to be collected.
Number of lives left.
A timer: On-Screen Timer
This example shows how to add an FPS timer: Draw Moving Sprites Stress Test
Source Code#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 | """ Platformer Game python -m arcade.examples.platform_tutorial.08_score """ import arcade # Constants SCREEN_WIDTH = 1000 SCREEN_HEIGHT = 650 SCREEN_TITLE = "Platformer" # Constants used to scale our sprites from their original size CHARACTER_SCALING = 1 TILE_SCALING = 0.5 COIN_SCALING = 0.5 # Movement speed of player, in pixels per frame PLAYER_MOVEMENT_SPEED = 5 GRAVITY = 1 PLAYER_JUMP_SPEED = 20 class MyGame(arcade.Window): """ Main application class. """ def __init__(self): # Call the parent class and set up the window super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) # Our Scene Object self.scene = None # Separate variable that holds the player sprite self.player_sprite = None # Our physics engine self.physics_engine = None # A Camera that can be used for scrolling the screen self.camera = None # A Camera that can be used to draw GUI elements self.gui_camera = None # Keep track of the score self.score = 0 # Load sounds self.collect_coin_sound = arcade.load_sound(":resources:sounds/coin1.wav") self.jump_sound = arcade.load_sound(":resources:sounds/jump1.wav") arcade.set_background_color(arcade.csscolor.CORNFLOWER_BLUE) def setup(self): """Set up the game here. Call this function to restart the game.""" # Set up the Game Camera self.camera = arcade.Camera(self.width, self.height) # Set up the GUI Camera self.gui_camera = arcade.Camera(self.width, self.height) # Keep track of the score self.score = 0 # Initialize Scene self.scene = arcade.Scene() # Set up the player, specifically placing it at these coordinates. image_source = ":resources:images/animated_characters/female_adventurer/femaleAdventurer_idle.png" self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING) self.player_sprite.center_x = 64 self.player_sprite.center_y = 96 self.scene.add_sprite("Player", self.player_sprite) # Create the ground # This shows using a loop to place multiple sprites horizontally for x in range(0, 1250, 64): wall = arcade.Sprite(":resources:images/tiles/grassMid.png", TILE_SCALING) wall.center_x = x wall.center_y = 32 self.scene.add_sprite("Walls", wall) # Put some crates on the ground # This shows using a coordinate list to place sprites coordinate_list = [[512, 96], [256, 96], [768, 96]] for coordinate in coordinate_list: # Add a crate on the ground wall = arcade.Sprite( ":resources:images/tiles/boxCrate_double.png", TILE_SCALING ) wall.position = coordinate self.scene.add_sprite("Walls", wall) # Use a loop to place some coins for our character to pick up for x in range(128, 1250, 256): coin = arcade.Sprite(":resources:images/items/coinGold.png", COIN_SCALING) coin.center_x = x coin.center_y = 96 self.scene.add_sprite("Coins", coin) # Create the 'physics engine' self.physics_engine = arcade.PhysicsEnginePlatformer( self.player_sprite, gravity_constant=GRAVITY, walls=self.scene["Walls"] ) def on_draw(self): """Render the screen.""" # Clear the screen to the background color self.clear() # Activate the game camera self.camera.use() # Draw our Scene self.scene.draw() # Activate the GUI camera before drawing GUI elements self.gui_camera.use() # Draw our score on the screen, scrolling it with the viewport score_text = f"Score: {self.score}" arcade.draw_text( score_text, 10, 10, arcade.csscolor.WHITE, 18, ) def on_key_press(self, key, modifiers): """Called whenever a key is pressed.""" if key == arcade.key.UP or key == arcade.key.W: if self.physics_engine.can_jump(): self.player_sprite.change_y = PLAYER_JUMP_SPEED arcade.play_sound(self.jump_sound) elif key == arcade.key.LEFT or key == arcade.key.A: self.player_sprite.change_x = -PLAYER_MOVEMENT_SPEED elif key == arcade.key.RIGHT or key == arcade.key.D: self.player_sprite.change_x = PLAYER_MOVEMENT_SPEED def on_key_release(self, key, modifiers): """Called when the user releases a key.""" if key == arcade.key.LEFT or key == arcade.key.A: self.player_sprite.change_x = 0 elif key == arcade.key.RIGHT or key == arcade.key.D: self.player_sprite.change_x = 0 def center_camera_to_player(self): screen_center_x = self.player_sprite.center_x - (self.camera.viewport_width / 2) screen_center_y = self.player_sprite.center_y - ( self.camera.viewport_height / 2 ) if screen_center_x < 0: screen_center_x = 0 if screen_center_y < 0: screen_center_y = 0 player_centered = screen_center_x, screen_center_y self.camera.move_to(player_centered) def on_update(self, delta_time): """Movement and game logic""" # Move the player with the physics engine self.physics_engine.update() # See if we hit any coins coin_hit_list = arcade.check_for_collision_with_list( self.player_sprite, self.scene["Coins"] ) # Loop through each coin we hit (if any) and remove it for coin in coin_hit_list: # Remove the coin coin.remove_from_sprite_lists() # Play a sound arcade.play_sound(self.collect_coin_sound) # Add one to the score self.score += 1 # Position the camera self.center_camera_to_player() def main(): """Main function""" window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main() |