Adds a second stage for ascending.
This commit is contained in:
100
player.py
100
player.py
@@ -15,10 +15,10 @@ class Input:
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thumby.buttonA.pressed() or
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thumby.buttonR.pressed()
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)
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def move_left(self):
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return thumby.buttonL.pressed()
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inp = Input()
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### classes
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@@ -30,77 +30,77 @@ class Player:
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self.ysub = float(0)
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self.x = int(self.xsub)
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self.y = int(self.ysub)
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self.isdecend = 1
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self.input_x = float(0)
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# constants
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self.speed_x_start = 32
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self.speed_x_max = 200
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self.acc_x_start = 64
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self.jerk_x = 128
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self.speed_x = self.speed_x_start
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self.acc_x = self.acc_x_start
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# y speed is constant
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self.speed_y = 16
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self.anim = PlayerAnimation(self)
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def update_phys(self, tpf, camera: Camera):
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# prevoius sub pixel position
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self.prev_x = self.xsub
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self.prev_y = self.ysub
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### x movement
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# x input
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if inp.move_left() and (not inp.move_right()):
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self.input_x = -1
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if inp.move_right() and (not inp.move_left()):
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self.input_x = 1
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if (not inp.move_left()) and (not inp.move_right()):
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self.input_x = 0
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# acceleration and jerk
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self.speed_x += self.acc_x * tpf
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self.acc_x += self.jerk_x * tpf
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# limit speed
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self.speed_x = min(self.speed_x_max, self.speed_x)
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# reset speed and acceleration if no input
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if (self.input_x == 0) and (self.speed_x != self.speed_x_start):
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self.speed_x = self.speed_x_start
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self.acc_x = self.acc_x_start
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# set x sub pixel position
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self.xsub += self.speed_x * tpf * self.input_x
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### y movement
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# set y sub pixel position
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self.ysub += self.speed_y * tpf
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### stay in world bounds
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self.xsub = max(min(self.xsub, thumby.display.width - 1), 0)
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### pixel positions
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self.x = int(self.xsub)
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self.y = int(self.ysub)
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### animation physics
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self.anim.update_phys(camera)
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def update_draw(self, camera):
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### animation render
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self.anim.update_draw(camera, self.isdecend)
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class Camera:
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def __init__(self, target):
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@@ -110,106 +110,106 @@ class Camera:
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self.height = thumby.display.height
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self.offset = -self.height / 2
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self.target = target
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def entity_in_camera(self, ent_x, ent_y, ent_width = 0, ent_height = 0) -> bool:
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return ent_x + ent_width >= self.x and ent_y + ent_height >= self.y and ent_x < self.x + self.width and ent_y < self.y + self.height
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def relative_to_camera(self, global_x, global_y):
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return (global_x - self.x, global_y - self.y)
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def update_phys(self):
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# position player
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self.y = self.target.y + self.offset
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class PlayerAnimation:
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MAX_ROOT_OFFSET = int(4)
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MAX_GROW_DISTANCE = int(6)#int(3)
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MIN_GROW_DISTANCE = int(2)
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Point = namedtuple("Point", ["x", "y"])
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def __init__(self, player):
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self.player = player
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self.root_offset = self.MAX_ROOT_OFFSET
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self.grow_distance = self.MAX_GROW_DISTANCE
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self.points = []
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self.add_point()
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self.debug_visible = False
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self.debug_exact = True
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def add_point(self):
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self.points.append(self.Point(self.player.x, self.player.y))
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def update_phys(self, camera):
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# debug visible
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if thumby.buttonB.justPressed():
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self.debug_visible = not self.debug_visible
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# debug exact
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if thumby.buttonU.justPressed():
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self.debug_exact = not self.debug_exact
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# exit if distance from player to last root point is less than gorw distance
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dist_sqr = (
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(self.player.x - self.points[-1].x) ** 2 +
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(self.player.y - self.points[-1].y) ** 2
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)
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if dist_sqr < self.grow_distance ** 2:
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return
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# set new grow distance
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self.grow_distance = random.randint(self.MIN_GROW_DISTANCE, self.MAX_GROW_DISTANCE)
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# offset last root point to look random
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self.points[-1] = self.Point(
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self.points[-1].x + random.randrange(-self.root_offset, self.root_offset),
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self.points[-1].x + random.randrange(-self.root_offset, self.root_offset),
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self.points[-1].y + random.randrange(-self.root_offset, self.root_offset)
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)
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# new root point created exactly on player
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self.add_point()
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# remove points in list that would make lines off the camera
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for point in self.points[1:]:
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if camera.entity_in_camera(point.x, point.y):
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break
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self.points.pop(0)
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def update_draw(self, camera, isdecend=1):
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# debug render
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if self.debug_visible:
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pix_x, pix_y = camera.relative_to_camera(self.player.x, self.player.y)
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thumby.display.setPixel(int(pix_x), int(pix_y), isdecend)
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return
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# root always reaches player position
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if self.debug_exact:
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x1, y1 = camera.relative_to_camera(self.player.x, self.player.y)
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x2, y2 = camera.relative_to_camera(self.points[-1].x, self.points[-1].y)
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thumby.display.drawLine(
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int(x1),
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int(y1),
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int(y1),
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int(x2),
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int(y2),
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isdecend
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)
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# draw line from first position to next
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point_prev = self.points[-1]
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for point in self.points[-2::-1]:
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x1, y1 = camera.relative_to_camera(point_prev.x, point_prev.y)
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x2, y2 = camera.relative_to_camera(point.x, point.y)
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point_prev = point
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thumby.display.drawLine(
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int(x1),
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int(y1),
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int(y1),
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int(x2),
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int(y2),
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isdecend
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