Adds an obstacle generation system
This system is responsible for generating obstacles and moving them on-screen as the player moves in the world.
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26
map.py
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26
map.py
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from typing import List, Tuple
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class ObstacleSlice:
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"""
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The game world is divided up into distinct "slices," where each slice is a predefined set of
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obstacles in specific positions. These slices are then put forward in random order
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"""
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"""
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How many units an obstacle slice is
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"""
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height=20
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def __init__(self, obstacle_map: List[Tuple[int]], difficulty: int):
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"""
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Creates an obstacle slice
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:param obstacle_map:
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A two-dimensional list description what obstacles are here. Each tuple describes a
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single obstacle, its x, and y position, the obstacle type, the x mirror, and the y
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mirror.
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:param difficulty:
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The difficulty of the game. This influences when this slice appears.
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"""
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self.obstacle_map = obstacle_map
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self.difficulty = difficulty
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133
sprites.py
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133
sprites.py
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from typing import List, Tuple
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from random import randint
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import thumby
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import images
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from map import ObstacleSlice
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class Entity:
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"""
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An entity exists within the game world. It has coordinates, bounds, and optionally collision and sprite
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"""
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def __init__(self, x: int = 0, y: int = 0, width: int = 8, height: int = 8, collision: bytearray = None, sprite: thumby.Sprite = None):
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self.x = x
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self.y = y
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self.sprite = sprite
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self.collision = collision
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self.width = width
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self.height = height
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def intersects_pixel(self, loc_x: int, loc_y: int) -> bool:
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"""
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Checks to see if this entity intersects a location in the game world.
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:param loc_x:
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An global x location within the game world.
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:param loc_y:
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A global y position within the game world.
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:return:
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True if the collision shape of this entity intersects a point in the world,
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False otherwise.
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"""
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if not self.collision:
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return False
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if loc_x < self.x or loc_x >= self.x + self.width or loc_y < self.y or loc_y >= self.y + self.height:
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return False
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rel_x = loc_x - self.x
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rel_y = loc_y - self.y
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return bool((self.collision[rel_x] >> (self.height - rel_y)) & 1)
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def can_render(self, current_depth: int) -> bool:
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"""
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Checks to see if this sprite is within the game screen.
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:param current_depth:
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The current depth, as measured from the top of the screen. We can display anything
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up to the screen height down from this number.
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:return:
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True if the sprite shows up on screen in any capacity, false otherwise.
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"""
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if self.x < -self.width or self.x >= thumby.display.width:
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return False
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max = current_depth
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min = current_depth - thumby.display.height
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if self.y < (min - self.height) or self.y >= max:
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return False
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return True
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def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
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"""
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Updates the state of the entity based on the game state.
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:param tpf:
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The number of seconds since the last tick.
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:param current_depth:
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The current depth the game is on.
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:param prev_depth:
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The depth the game was on last tick.
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:return:
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True if the game should keep this entity, false if the game should drop
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this entity from memory.
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"""
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return False
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def render(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
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"""
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Sets the position of the sprite and draws it.
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:param tpf:
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The number of seconds since the last tick.
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:param current_depth:
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The current depth the game is on.
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:param prev_depth:
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The depth the game was on last tick.
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:return:
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True if the game should actually draw the sprite, false the sprite
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should be hidden.
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"""
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if self.sprite:
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self.sprite.y = self.y - self.current_depth
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self.sprite.x = self.x
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if self.can_render(current_depth):
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thumby.display.drawSprite(self.sprite)
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return True
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return False
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class Obstacle(Entity):
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def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
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return self.can_render(current_depth)
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def update_entities(current_slice: ObstacleSlice, current_depth: int, prev_depth: int) -> List[Entity]:
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"""
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Checks the current game state and generates new sprites based on said state.
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:param current_slice:
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The current obstacle slice we are using. Once the bottom of the slice displays, we switch
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to a new slice.
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:param current_depth:
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The global world depth we are at. This is modulused by the slice height to determine how
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far through the slice we are.
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:param prev_depth:
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The depth we were at during the last tick. This helps make sure we don't miss spawning
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entities
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:return:
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A list of entities to generate this tick.
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"""
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if current_depth == prev_depth:
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# If we haven't moved, we don't need to spawn anything
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return []
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min_height = min(current_depth, prev_depth)
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max_height = max(current_depth, prev_depth)
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spawned = []
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for entity in current_slice.obstacle_map:
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if y >= min_height and y < max_height:
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sprite_image = OBSTACLES[entity[2]]
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sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.sprite, entity[0], entity[1], -1, entity[3] - current_depth, entity[4])
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spawned = Obstacle(entity[0], entity[1], sprite_image.width, sprite_image.height, sprite_image.collision, sprite)
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