Merge pull request #12 from Markil3/title_screen

Title screen
This commit is contained in:
Neal Finger
2023-02-05 16:16:17 -07:00
committed by GitHub
5 changed files with 54 additions and 54 deletions

View File

@@ -46,6 +46,9 @@ class GameManager:
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
@@ -64,17 +67,37 @@ class RoomTitle(Room):
}
# draw title sprite
title_text = 'press a to start'
#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
chr_len = 5
x = int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
y = int(round(thumby.display.height / 2 - chr_len / 2))
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
w = chr_len * len(title_text) + buff
h = chr_len + buff
thumby.display.drawFilledRectangle(x - buff, y - buff, w, h, 1)
thumby.display.drawText(title_text, x, y, 0)
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,
-1, 0, 0)
# 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):

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@@ -203,4 +203,25 @@ sprite_water = SpriteImage(
8
)
sprite_title = SpriteImage(
bytearray([32,128,40,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,0,0,0,0,0,0,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,160,128,32,0,72,0,192,96,24,8,4,6,2,2,2,2,2,4,12,24,112,192,0,0,0,3,3,3,3,3,255,255,255,3,251,251,251,3,3,251,251,251,3,251,251,155,155,155,155,99,99,0,248,248,24,24,24,251,251,3,251,251,27,27,27,251,251,3,255,255,255,3,3,3,0,1,0,31,48,96,64,64,64,98,50,30,0,0,192,96,48,16,24,15,12,24,48,96,192,0,0,0,255,255,255,0,255,255,255,7,7,255,255,255,0,255,255,1,1,1,3,255,255,0,255,255,128,128,128,255,255,0,255,255,128,128,128,255,255,0,255,255,255,0,0,0,0,192,64,96,32,32,69,192,10,0,4,0,0,127,129,0,0,0,0,0,0,0,96,48,29,7,0,0,63,255,255,192,149,85,85,84,84,85,85,85,84,85,85,84,84,84,84,85,85,84,85,85,85,85,85,85,85,84,85,85,85,85,85,85,21,192,255,255,127,0,0,0,3,7,4,132,128,192,96,29,70,0,0,0,0,0,1,6,12,8,24,16,248,140,4,4,108,72,120,48,0,128,193,255,255,127,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,252,254,255,183,99,65,64,64,96,48,24,30,99,65,64,194,128,133,0,2,0,128,96,24,12,4,2,2,1,1]),
None,
72,
40
)
sprite_buttona1 = SpriteImage(
bytearray([60,98,221,203,203,221,98,60]),
None,
8,
8
)
sprite_buttona2 = SpriteImage(
bytearray([56,68,186,150,150,186,68,56]),
None,
8,
8
)
OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]

View File

@@ -103,8 +103,8 @@ class Camera:
class PlayerAnimation:
# width and height of range bounding box
RANDOM_RANGE = int(7)
# width and height of range bounding box must be odd
RANDOM_RANGE = int(5)
POS_RANGE = int(3)
POS_X = int(0)
POS_Y = int(1)
@@ -115,26 +115,6 @@ class PlayerAnimation:
self.debugposrange = self.POS_RANGE
def update_phys(self, plworldx, plworldy, camera):
#print(plworldx, plworldy, plscreeny, current_depth)
### exit if player y pos less than random range
# # debug change random range
# inp = int(0)
# if thumby.buttonD.justPressed():
# inp -= 1
# if thumby.buttonU.justPressed():
# inp += 1
# if inp != 0:
# self.debugposrange = max(self.debugposrange + inp * 2, 1)
# print('debugposrange: ', self.debugposrange)
# # if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.debugposrange):
# # return
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
# return
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE:
return
@@ -142,23 +122,6 @@ class PlayerAnimation:
### get new position
rad = self.RANDOM_RANGE // 2
# # debug change random range
# inp = int(0)
# if thumby.buttonB.justPressed():
# inp -= 1
# if thumby.buttonA.justPressed():
# inp += 1
# if inp != 0:
# self.debugrandomrange = max(self.debugrandomrange + inp * 2, 1)
# print('debugrandomrange:', self.debugrandomrange)
# rad = max(self.debugrandomrange // 2, 1)
# vector int
# self.poslist.append((plworldx + random.randrange(-rad, rad),
# plworldy + random.randrange(-rad, rad)))
# move last pos
self.poslist[-1] = (
plworldx + random.randrange(-rad, rad),
@@ -168,20 +131,13 @@ class PlayerAnimation:
# new pos is perfectly on player
self.poslist.append((plworldx, plworldy))
# # debug
# self.poslist.append((plworldx, plworldy))
### remove the fist item in the list if its full line is off screen
if not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]):
self.poslist.pop(0)
#print(len(self.poslist))
def update_draw(self, camera, isdecend=1):
### draw line from first position to next
#print(topleft)
for i in range(len(self.poslist) - 1):
x1, y1 = camera.relative_to_camera(self.poslist[i][self.POS_X], self.poslist[i][self.POS_Y])
x2, y2 = camera.relative_to_camera(self.poslist[i + 1][self.POS_X], self.poslist[i + 1][self.POS_Y])