Adds a second stage for ascending.

This commit is contained in:
Markil3
2023-02-25 04:47:02 -07:00
parent 3c41ef7535
commit 33ed9c062a
3 changed files with 133 additions and 110 deletions

133
Throot.py
View File

@@ -30,29 +30,29 @@ class GameManager:
self.room_index = min(self.room_index + 1, len(self.rooms))
else:
self.room_index = index
self.rooms[self.room_index].start(event)
def restart(self):
self.room_index = 0
def update(self, tpf):
event = self.rooms[self.room_index].update(tpf)
thumby.display.update()
if event:
self.room_goto(event)
class Room:
def __init__(self):
self.ind_button = 0
def start(self, event):
t0 = time.ticks_ms() # Get time (ms)
thumby.display.fill(0) # Fill canvas to black
def update(self, tpf):
pass
@@ -60,46 +60,47 @@ class Room:
class RoomTitle(Room):
def update(self, tpf):
super().update(tpf)
if thumby.inputPressed():
return {
'room': ROOM_MAIN
}
# draw title sprite
#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
-1, 0, 0)
# title text
chrx = 5
chry = 7
buff = 2
x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
w = chrx * 6 + buff
h = chry + buff
thumby.display.drawFilledRectangle(x - buff, y - buff, w, h * 2 + buff, 0)
#thumby.display.drawText('press a', x, y, 0)
thumby.display.drawText('start', x, y, 1)
spr_b = thumby.Sprite(sprite_buttona1.width, sprite_buttona1.height, sprite_buttona1.image + sprite_buttona2.image, 2, 40 - 8,
spr_b = thumby.Sprite(sprite_buttona1.width, sprite_buttona1.height, sprite_buttona1.image + sprite_buttona2.image, 2, 40 - 8,
-1, 0, 0)
# thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
# thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
# -1, 0, 0)
self.ind_button = (self.ind_button + 1) % (2 * CONST_FPS)
spr_b.setFrame(self.ind_button // (2 * CONST_FPS))
#print(self.ind_button // CONST_FPS)
thumby.display.drawSprite(spr_b)
class GameLoop(Room):
def __init__(self):
self.diving_velocity = 10
self.diving_accel = 0
@@ -108,16 +109,16 @@ class GameLoop(Room):
self.player = None
self.camera = None
self.score = 0
self.level = 0
self.finish_depth = 0
self.waterx = float(0)
seed_sprite = thumby.Sprite(seed.width, seed.height, seed.image, 0, 0, 0, False, False)
self.seed = Entity((thumby.display.width - seed.width) // 2, 0, seed.width, seed.height, None, seed_sprite)
def start(self, event):
self.entities.clear()
self.entities.add(
@@ -125,16 +126,20 @@ class GameLoop(Room):
)
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player()
self.player.yspeed = 10
self.player.speed_y = 16
self.player.isdecend = 1
self.score = 'score' in event and event['score'] or 0
self.level = 'level' in event and event['level'] or 0
self.finish_depth = 100 + 5 * self.level ** 2
self.finish_height = -self.finish_depth
self.camera = Camera(self.player)
self.stage = DESCEND_STAGE
def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
def draw_sky(self):
sky_x = 0
sky_y = -thumby.display.height
@@ -150,46 +155,46 @@ class GameLoop(Room):
if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 0)
def draw_water(self):
# bookwater
# exit if depth is less than 2 screens of the finish depth
if self.player.y + thumby.display.height < self.finish_depth:
return
self.waterx += sprite_water.width / CONST_FPS
if self.waterx > sprite_water.width:
self.waterx = 0
# water surface.
for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
x, y = self.camera.relative_to_camera(
(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
self.finish_depth
)
thumby.display.blit(
sprite_water[0],
int(x), int(y),
int(x), int(y),
sprite_water.width, sprite_water.height,
0,
0,
0, 0
)
# water below surface
x, y = self.camera.relative_to_camera(
0,
self.finish_depth
)
thumby.display.drawFilledRectangle(
int(x), int(y) + sprite_water.height,
thumby.display.width, self.finish_depth + thumby.display.height * 3,
1,
)
# win text
if self.player.y > self.finish_depth + (thumby.display.height // 2):
thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0)
@@ -201,8 +206,8 @@ class GameLoop(Room):
"""
super().update(tpf)
self.player.update_phys(tpf, self.camera)
self.player.update_phys(tpf, self.stage in (DESCEND_STAGE, ASCEND_STAGE) and self.camera or None)
self.camera.update_phys()
# Generate new entities as needed
@@ -227,19 +232,27 @@ class GameLoop(Room):
self.score += entity.score
to_remove.add(entity)
self.entities -= to_remove
self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
# finish level
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
self.score += 20
self.level += 1
self.start({
'score': self.score,
'level': self.level
})
thumby.display.fill(0)
self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
# finish level
if self.stage == DESCEND_STAGE:
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
self.stage = ASCEND_STAGE
self.player.ysub = 0
self.player.prev_y = 0
self.player.speed_y *= -1
self.player.isdecend = 0
elif self.stage == ASCEND_STAGE:
if self.player.y < self.finish_height - int(thumby.display.height * 1.5):
self.score += 20
self.level += 1
self.start({
'score': self.score,
'level': self.level
})
thumby.display.fill(int(self.player.y < 0))
self.draw_sky()
# Draw the entities
for entity in self.entities:
@@ -247,19 +260,19 @@ class GameLoop(Room):
self.player.update_draw(self.camera)
self.draw_water()
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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
@@ -271,7 +284,7 @@ class EndRoom(Room):
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():
def main():
game = GameManager(RoomTitle(), GameLoop(), EndRoom())
game.start()