diff --git a/Throot.py b/Throot.py index 0b3a2c7..bcade66 100644 --- a/Throot.py +++ b/Throot.py @@ -11,11 +11,9 @@ from Games.Throot.artrepository import OBSTACLES from Games.Throot.player import Player from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES from Games.Throot.sprites import Obstacle, update_entities -from Games.Throot.constants import CONST_FPS +from Games.Throot.constants import * class GameManager: - EVENT_ROOM_CHANGE = {'start': 0, 'main': 1, 'end': 2, 'next': -1} - def __init__(self, *rooms): self.rooms = rooms self.room_index = 0 @@ -24,13 +22,14 @@ class GameManager: # Set the FPS (without this call, the default fps is 30) thumby.display.setFPS(CONST_FPS) - def room_goto(self, index): + def room_goto(self, event): + index = event['room'] if index < 0: self.room_index = min(self.room_index + 1, len(self.rooms)) else: self.room_index = index - self.rooms[self.room_index].start() + self.rooms[self.room_index].start(event) def restart(self): self.room_index = 0 @@ -41,11 +40,11 @@ class GameManager: thumby.display.update() if event: - self.room_goto(self.EVENT_ROOM_CHANGE[event]) + self.room_goto(event) class Room: - def start(self): + def start(self, event): t0 = time.ticks_ms() # Get time (ms) thumby.display.fill(0) # Fill canvas to black @@ -58,7 +57,9 @@ class RoomTitle(Room): super().update(tpf) if thumby.inputPressed(): - return 'main' + return { + 'room': ROOM_MAIN + } # draw title sprite title_text = 'press a to start' @@ -84,6 +85,13 @@ class GameLoop(Room): self.player = Player() self.score = 0 + + def start(self, event): + self.current_depth = 0 + self.entities.clear() + self.current_obstacle_slice = OBSTACLE_SLICES[0] + self.player = Player() + self.score = 0 def get_obstacle_slice(self): return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))] @@ -109,7 +117,7 @@ class GameLoop(Room): self.player.update_phys(self.current_depth, prev_depth) # Generate new entities as needed - self.entities |= update_entities(self.current_obstacle_slice, self.current_depth, prev_depth) + self.entities |= update_entities(self.entities, 5, self.current_depth, prev_depth) # Updates the entities to_remove = set() @@ -118,7 +126,10 @@ class GameLoop(Room): to_remove.add(entity) elif entity.intersects_pixel(self.player.xsub, self.player.ysub): if isinstance(entity, Obstacle): - print("Hit!") + return { + 'room': ROOM_END, + 'score': self.score + } self.entities -= to_remove self.score = int(self.current_depth * 10) @@ -130,10 +141,29 @@ class GameLoop(Room): self.player.update_draw(self.player.y) thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1) - thumby.display.update() + +class EndRoom(Room): + def __init__(self): + self.score = 0 + + def start(self, event): + self.score = event['score'] + # Used to make sure that we aren't triggering from input mean't for the game. + self.still_pressed = thumby.inputPressed() + + def update(self, tpf): + if not thumby.inputPressed(): + self.still_pressed = False + elif not self.still_pressed and thumby.inputPressed(): + return { + 'room': ROOM_START + } + thumby.display.fill(0) + thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1) + thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1) def main(): - game = GameManager(RoomTitle(), GameLoop()) + game = GameManager(RoomTitle(), GameLoop(), EndRoom()) game.start() prev_time = 0 diff --git a/artrepository.py b/artrepository.py index dea42f2..b77bb25 100644 --- a/artrepository.py +++ b/artrepository.py @@ -122,7 +122,8 @@ bigdoritoobstacle = SpriteImage( ) # BITMAP: width: 16, height: 16 leaf = SpriteImage( - bytearray([128,1,1,1,3,3,3,71,135,15,15,31,63,255,255,255,255,254,252,248,240,240,224,224,192,193,194,196,200,144,1,63]), + bytearray([127,254,254,254,252,252,252,184,120,240,240,224,192,0,0,0, + 0,1,3,7,15,15,31,31,63,62,61,59,55,111,254,192]), None, 16, 16 @@ -174,4 +175,4 @@ Doritoobstaclelvl5 = SpriteImage( 30 ) -OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv, leaf,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5] +OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5] diff --git a/sprites.py b/sprites.py index 06e73c2..0d2698c 100644 --- a/sprites.py +++ b/sprites.py @@ -1,4 +1,5 @@ -from random import randint +import math +from random import randrange, random import thumby @@ -101,7 +102,7 @@ class Obstacle(Entity): return self.can_render(current_depth) -def update_entities(current_slice: ObstacleSlice, current_depth: int, prev_depth: int): +def update_entities(entities, difficulty: int, current_depth: int, prev_depth: int): """ Checks the current game state and generates new sprites based on said state. @@ -118,24 +119,28 @@ def update_entities(current_slice: ObstacleSlice, current_depth: int, prev_depth :return: A list of entities to generate this tick. """ + + OBSTACLE_BUFFER = 10 + if current_depth == prev_depth: # If we haven't moved, we don't need to spawn anything return set() - # Local y relative to the top of the slice - slice_y = (current_depth) % ObstacleSlice.height - slice_prev_y = (prev_depth) % ObstacleSlice.height - if prev_depth < current_depth and slice_prev_y > slice_y: - slice_prev_y -= ObstacleSlice.height - elif current_depth < prev_depth and slice_y > slice_prev_y: - slice_prev_y += ObstacleSlice.height - min_y = min(slice_prev_y, slice_y) - max_y = max(slice_prev_y, slice_y) + spawned = set() - for entity in current_slice.obstacle_map: - # The position the entity should spawn at, relative to the slice top - entity_y = entity[1] - if entity_y >= min_y and entity_y < max_y: - sprite_image = OBSTACLES[entity[2]] - sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, entity[3], entity[4]) - spawned.add(Obstacle(entity[0], entity_y + current_depth // ObstacleSlice.height * ObstacleSlice.height, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite)) + max_spawned = 1#randrange(0, difficulty + 1) + while len(spawned) < max_spawned and random() < (2 * math.pow(difficulty + 0.01, 2)) / (3 * math.pow(difficulty + 0.01, 2) + 20 * (difficulty + 0.01)) + 0.05: + sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))] + if sprite_image.width >= thumby.display.width: + x = 0 + else: + x = randrange(0, thumby.display.width - sprite_image.width) + y = current_depth + error = False + for entity in entities | spawned: + if x > (entity.x - OBSTACLE_BUFFER) and x <= (entity.x + entity.width + OBSTACLE_BUFFER) and y > (entity.y - OBSTACLE_BUFFER) and y <= (entity.y + entity.height + OBSTACLE_BUFFER): + error = True + break + if not error: + sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False) + spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite)) return spawned