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

@@ -4,6 +4,7 @@ from random import randrange, random
import thumby
from Games.Throot.map import ObstacleSlice
from Games.Throot.player import Player, Camera
from Games.Throot.artrepository import OBSTACLES
class Entity:
@@ -38,7 +39,7 @@ class Entity:
rel_y = int(loc_y - self.y)
return bool((self.collision[rel_x] >> (self.height - rel_y)) & 1)
def can_render(self, current_depth: int) -> bool:
def can_render(self, camera: Camera) -> bool:
"""
Checks to see if this sprite is within the game screen.
@@ -49,15 +50,9 @@ class Entity:
:return:
True if the sprite shows up on screen in any capacity, false otherwise.
"""
if self.x < -self.width or self.x >= thumby.display.width:
return False
max = current_depth
min = max - thumby.display.height
if self.y < (min - self.height) or self.y > max:
return False
return True
return camera.entity_in_camera(self.x, self.y, self.width, self.height)
def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
"""
Updates the state of the entity based on the game state.
@@ -74,7 +69,7 @@ class Entity:
"""
return False
def render(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
def render(self, tpf: float, camera: Camera) -> bool:
"""
Sets the position of the sprite and draws it.
@@ -90,16 +85,17 @@ class Entity:
should be hidden.
"""
if self.sprite:
self.sprite.y = int(self.y - current_depth + thumby.display.height)
self.sprite.x = int(self.x)
if self.can_render(current_depth):
coordinates = camera.relative_to_camera(self.x, self.y)
self.sprite.x = coordinates[0]
self.sprite.y = coordinates[1]
if self.can_render(camera):
thumby.display.drawSprite(self.sprite)
return True
return False
class Obstacle(Entity):
def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
return self.can_render(current_depth)
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True
def update_entities(entities, difficulty: int, current_depth: int, prev_depth: int):
@@ -135,12 +131,17 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
else:
x = randrange(0, thumby.display.width - sprite_image.width)
y = current_depth
if current_depth > prev_depth:
y += thumby.display.height // 2
elif current_depth < prev_depth:
y -= thumby.display.height // 2 + sprite_image.height
error = False
for entity in entities | spawned:
if x > (entity.x - OBSTACLE_BUFFER) and x <= (entity.x + entity.width + OBSTACLE_BUFFER) and y > (entity.y - OBSTACLE_BUFFER) and y <= (entity.y + entity.height + OBSTACLE_BUFFER):
error = True
break
if not error:
print("Creating entity at %d, %d" % (x, y))
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
return spawned