Merge pull request #6 from Markil3/player_animation_fix
player animation fix
This commit is contained in:
@@ -127,7 +127,7 @@ class GameLoop(Room):
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# Draw the entities
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# Draw the entities
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for entity in self.entities:
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for entity in self.entities:
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entity.render(tpf, self.current_depth, prev_depth)
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entity.render(tpf, self.current_depth, prev_depth)
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self.player.update_draw(self.current_depth, prev_depth)
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self.player.update_draw(self.player.y)
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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thumby.display.update()
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thumby.display.update()
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24
player.py
24
player.py
@@ -65,17 +65,17 @@ class Player:
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self.y = int(self.ysub)
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self.y = int(self.ysub)
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# animation
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# animation
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self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y)
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self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y, current_depth)
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def update_draw(self, current_depth, prev_depth):
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def update_draw(self, plworldy):
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# debug draw
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# debug draw
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if self.debugvisible:
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if self.debugvisible:
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pix_x = self.x
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pix_x = self.x
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pix_y = int(current_depth - self.y)
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pix_y = int(self.y - plworldy + 20)
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thumby.display.setPixel(pix_x, pix_y, self.isdecend)
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thumby.display.setPixel(pix_x, pix_y, self.isdecend)
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# animation
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# animation
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self.anim.update_draw(current_depth, prev_depth, self.isdecend)
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self.anim.update_draw(plworldy - 20, self.isdecend)
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class Camera:
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class Camera:
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@@ -101,7 +101,9 @@ class PlayerAnimation:
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self.debugrandomrange = self.RANDOM_RANGE
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self.debugrandomrange = self.RANDOM_RANGE
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self.debugposrange = self.POS_RANGE
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self.debugposrange = self.POS_RANGE
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def update_phys(self, plworldx, plworldy, plscreeny):
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def update_phys(self, plworldx, plworldy, plscreeny, current_depth):
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#print(plworldx, plworldy, plscreeny, current_depth)
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### exit if player y pos less than random range
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### exit if player y pos less than random range
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# # debug change random range
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# # debug change random range
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@@ -157,19 +159,21 @@ class PlayerAnimation:
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# self.poslist.append((plworldx, plworldy))
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# self.poslist.append((plworldx, plworldy))
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### remove the fist item in the list if its full line is off screen
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### remove the fist item in the list if its full line is off screen
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#if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
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if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
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# self.poslist.pop(0)
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self.poslist.pop(0)
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#print(len(self.poslist))
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#print(len(self.poslist))
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def update_draw(self, current_depth, prev_depth, isdecend=1):
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def update_draw(self, topleft, prev_depth, isdecend=1):
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### draw line from first position to next
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### draw line from first position to next
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print(topleft)
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for i in range(len(self.poslist) - 1):
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for i in range(len(self.poslist) - 1):
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thumby.display.drawLine(
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thumby.display.drawLine(
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int(self.poslist[i][self.POS_X]),
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int(self.poslist[i][self.POS_X]),
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int(current_depth - self.poslist[i][self.POS_Y]),
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int(self.poslist[i][self.POS_Y] - topleft),
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int(self.poslist[i + 1][self.POS_X]),
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int(self.poslist[i + 1][self.POS_X]),
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int(current_depth - self.poslist[i + 1][self.POS_Y]),
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int(self.poslist[i + 1][self.POS_Y] - topleft),
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isdecend
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isdecend
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)
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)
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