Sets collectibles for ascending.
This commit is contained in:
@@ -261,7 +261,7 @@ class GameLoop(Room):
|
||||
|
||||
self.draw_water()
|
||||
|
||||
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
|
||||
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, int(self.player.y > 0))
|
||||
|
||||
|
||||
class EndRoom(Room):
|
||||
|
||||
40
sprites.py
40
sprites.py
@@ -72,7 +72,7 @@ class Entity:
|
||||
def render(self, tpf: float, camera: Camera) -> bool:
|
||||
"""
|
||||
Sets the position of the sprite and draws it.
|
||||
|
||||
|
||||
:param tpf:
|
||||
The number of seconds since the last tick.
|
||||
:param current_depth:
|
||||
@@ -93,7 +93,7 @@ class Entity:
|
||||
return True
|
||||
return False
|
||||
|
||||
class Obstacle(Entity):
|
||||
class Obstacle(Entity):
|
||||
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
|
||||
return True
|
||||
|
||||
@@ -101,7 +101,7 @@ class Collectible(Entity):
|
||||
def __init__(self, *args, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
self.score = 'score' in kwargs and kwargs['score'] or 10
|
||||
|
||||
|
||||
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
|
||||
return True
|
||||
|
||||
@@ -123,25 +123,33 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
|
||||
: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()
|
||||
|
||||
|
||||
spawned = set()
|
||||
max_spawned = 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:
|
||||
if random() < 0.2:
|
||||
Clazz = Collectible
|
||||
if current_depth >= 0:
|
||||
sprite_image = collectibleunder
|
||||
else:
|
||||
sprite_image = collectibleover
|
||||
else:
|
||||
if current_depth > 0:
|
||||
max_spawned = randrange(0, difficulty + 1)
|
||||
else:
|
||||
max_spawned = randrange(0, int(5 / (0.3 * difficulty + 0.7)))
|
||||
print(f"Spawning {max_spawned} entities this tick")
|
||||
while len(spawned) < max_spawned:
|
||||
if current_depth > 0:
|
||||
if random() >= (2 * math.pow(difficulty + 0.01, 2)) / (3 * math.pow(difficulty + 0.01, 2) + 20 * (difficulty + 0.01)) + 0.05:
|
||||
print(f"Cancelling obstacles after {len(spawned)} entities")
|
||||
break
|
||||
Clazz = Obstacle
|
||||
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
|
||||
else:
|
||||
if random() >= 1 / (math.pow(difficulty, 2) + 3):
|
||||
print(f"Cancelling obstacles after {len(spawned)} entities")
|
||||
break
|
||||
Clazz = Collectible
|
||||
sprite_image = collectibleover
|
||||
|
||||
if sprite_image.width >= thumby.display.width:
|
||||
x = 0
|
||||
else:
|
||||
@@ -157,6 +165,6 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
|
||||
error = True
|
||||
break
|
||||
if not error:
|
||||
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
|
||||
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, int(y < 0), False, False)
|
||||
spawned.add(Clazz(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
|
||||
return spawned
|
||||
|
||||
Reference in New Issue
Block a user