Sets the depth to be handled by the player

Just a lot simpler.
This commit is contained in:
William Hubbard
2023-02-05 13:09:05 -07:00
parent 2c4584e05b
commit b80c215d98
3 changed files with 65 additions and 53 deletions

View File

@@ -17,6 +17,8 @@ CONST_INP_MOVE_RIGHT = thumby.buttonA
# classes
class Player:
def __init__(self):
self.prev_x = 0
self.prev_y = 0
self.xsub = float(thumby.display.width / 2)
self.ysub = float(0)
self.x = int(self.xsub)
@@ -26,14 +28,16 @@ class Player:
self.isdecend = 1
self.xspeed = 32 / CONST_FPS
self.yspeed = 32 / CONST_FPS
self.yspeed = 32
self.accx = 1 / (CONST_FPS * 4)
self.accaccx = self.accx
self.anim = PlayerAnimation(self.x, self.y)
self.debugvisible = True
def update_phys(self, current_depth, prev_depth):
def update_phys(self, tpf, camera: Camera):
self.prev_x = self.xsub
self.prev_y = self.ysub
inp = int(0)
if CONST_INP_MOVE_LEFT.pressed():
inp -= 1
@@ -58,35 +62,46 @@ class Player:
self.xsub = max(min(xx, thumby.display.width - 1), 0)
### y movement
self.ysub = current_depth - (thumby.display.height / 2)
self.ysub += self.yspeed * tpf
### pixel positions
self.x = int(self.xsub)
self.y = int(self.ysub)
# animation
self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y, current_depth)
self.anim.update_phys(self.x, self.y, camera)
def update_draw(self, plworldy):
def update_draw(self, camera):
# debug draw
if self.debugvisible:
pix_x = self.x
pix_y = int(self.y - plworldy + 20)
thumby.display.setPixel(pix_x, pix_y, self.isdecend)
pix_x, pix_y = camera.relative_to_camera(self.x, self.y)
thumby.display.setPixel(int(pix_x), int(pix_y), self.isdecend)
# animation
self.anim.update_draw(plworldy - 20, self.isdecend)
self.anim.update_draw(camera, self.isdecend)
class Camera:
def __init__(self, target):
self.x = int(0)
self.y = int(0)
self.width = thumby.display.width
self.height = thumby.display.height
self.offset = -self.height / 2
self.target = target
def update_phys(self, plscreeny):
def entity_in_camera(self, ent_x, ent_y, ent_width = 0, ent_height = 0) -> bool:
if 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:
return True
print("Dropping entity (%d, %d - %d, %d) from (%d, %d - %d, %d)" % (ent_x, ent_y, ent_x + ent_width, ent_y + ent_height, self.x, self.y, self.x + self.width, self.y + self.height))
def relative_to_camera(self, global_x, global_y):
return (global_x - self.x, global_y - self.y)
def update_phys(self):
# position player
self.y = self.target.y - plscreeny
self.y = self.target.y + self.offset
class PlayerAnimation:
@@ -101,7 +116,7 @@ class PlayerAnimation:
self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_RANGE
def update_phys(self, plworldx, plworldy, plscreeny, current_depth):
def update_phys(self, plworldx, plworldy, camera):
#print(plworldx, plworldy, plscreeny, current_depth)
@@ -159,21 +174,23 @@ class PlayerAnimation:
# self.poslist.append((plworldx, plworldy))
### remove the fist item in the list if its full line is off screen
if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
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, topleft, prev_depth, isdecend=1):
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])
thumby.display.drawLine(
int(self.poslist[i][self.POS_X]),
int(self.poslist[i][self.POS_Y] - topleft),
int(self.poslist[i + 1][self.POS_X]),
int(self.poslist[i + 1][self.POS_Y] - topleft),
int(x1),
int(y1),
int(x2),
int(y2),
isdecend
)