Merge pull request #13 from Markil3/player-animation-update

Player animation update
This commit is contained in:
Neal Finger
2023-02-12 13:25:32 -07:00
committed by GitHub

198
player.py
View File

@@ -2,19 +2,26 @@ import time
import thumby
import math
import random
from collections import namedtuple
from Games.Throot.constants import CONST_FPS
# didplay width 72
# display height 40
# constants
CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height)
class Input:
def move_right(self):
return (
thumby.buttonA.pressed() or
thumby.buttonR.pressed()
)
CONST_INP_MOVE_LEFT = thumby.buttonL
CONST_INP_MOVE_RIGHT = thumby.buttonA
def move_left(self):
return thumby.buttonL.pressed()
# classes
inp = Input()
### classes
class Player:
def __init__(self):
self.prev_x = 0
@@ -24,61 +31,74 @@ class Player:
self.x = int(self.xsub)
self.y = int(self.ysub)
self.movespeed = 32 / CONST_FPS
self.isdecend = 1
self.xspeed = 32 / CONST_FPS
self.yspeed = 32
self.accx = 1 / (CONST_FPS * 4)
self.accaccx = self.accx
self.input_x = float(0)
# constants
self.speed_x_start = 32
self.speed_x_max = 200
self.acc_x_start = 64
self.jerk_x = 128
self.speed_x = self.speed_x_start
self.acc_x = self.acc_x_start
# y speed is constant
self.speed_y = 16
self.anim = PlayerAnimation(self)
self.anim = PlayerAnimation(self.x, self.y)
self.debugvisible = False
def update_phys(self, tpf, camera: Camera):
# prevoius sub pixel position
self.prev_x = self.xsub
self.prev_y = self.ysub
inp = int(0)
if CONST_INP_MOVE_LEFT.pressed():
inp -= 1
if CONST_INP_MOVE_RIGHT.pressed():
inp += 1
# debug visible
if thumby.buttonU.pressed():
self.debugvisible = not self.debugvisible
### x movement
self.xspeed += self.accx
self.accx += self.accaccx
if (inp == 0) and (self.xspeed > self.movespeed):
self.xspeed = self.movespeed
self.accx = self.accaccx
# x input
if inp.move_left() and (not inp.move_right()):
self.input_x = -1
xx = self.xsub + inp * self.xspeed
if inp.move_right() and (not inp.move_left()):
self.input_x = 1
# clamp to screen
self.xsub = max(min(xx, thumby.display.width - 1), 0)
if (not inp.move_left()) and (not inp.move_right()):
self.input_x = 0
# acceleration and jerk
self.speed_x += self.acc_x * tpf
self.acc_x += self.jerk_x * tpf
# limit speed
self.speed_x = min(self.speed_x_max, self.speed_x)
# reset speed and acceleration if no input
if (self.input_x == 0) and (self.speed_x != self.speed_x_start):
self.speed_x = self.speed_x_start
self.acc_x = self.acc_x_start
# set x sub pixel position
self.xsub += self.speed_x * tpf * self.input_x
### y movement
self.ysub += self.yspeed * tpf
# set y sub pixel position
self.ysub += self.speed_y * tpf
### stay in world bounds
self.xsub = max(min(self.xsub, thumby.display.width - 1), 0)
### pixel positions
self.x = int(self.xsub)
self.y = int(self.ysub)
# animation
self.anim.update_phys(self.x, self.y, camera)
### animation physics
self.anim.update_phys(camera)
def update_draw(self, camera):
# debug draw
if self.debugvisible:
pix_x, pix_y = camera.relative_to_camera(self.x, self.y)
thumby.display.setPixel(int(pix_x), int(pix_y), self.isdecend)
# animation
### animation render
self.anim.update_draw(camera, self.isdecend)
@@ -101,46 +121,92 @@ class Camera:
# position player
self.y = self.target.y + self.offset
class PlayerAnimation:
# width and height of range bounding box must be odd
RANDOM_RANGE = int(5)
POS_RANGE = int(3)
POS_X = int(0)
POS_Y = int(1)
MAX_ROOT_OFFSET = int(4)
def __init__(self, plworldx, plworldy):
self.poslist = [(plworldx, plworldy)]
self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_RANGE
MAX_GROW_DISTANCE = int(6)#int(3)
MIN_GROW_DISTANCE = int(2)
def update_phys(self, plworldx, plworldy, camera):
Point = namedtuple("Point", ["x", "y"])
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE:
return
def __init__(self, player):
self.player = player
### get new position
rad = self.RANDOM_RANGE // 2
self.root_offset = self.MAX_ROOT_OFFSET
self.grow_distance = self.MAX_GROW_DISTANCE
# move last pos
self.poslist[-1] = (
plworldx + random.randrange(-rad, rad),
plworldy + random.randrange(-rad, rad)
self.points = []
self.add_point()
self.debug_visible = False
self.debug_exact = True
def add_point(self):
self.points.append(self.Point(self.player.x, self.player.y))
def update_phys(self, camera):
# debug visible
if thumby.buttonB.justPressed():
self.debug_visible = not self.debug_visible
# debug exact
if thumby.buttonU.justPressed():
self.debug_exact = not self.debug_exact
# exit if distance from player to last root point is less than gorw distance
dist_sqr = (
(self.player.x - self.points[-1].x) ** 2 +
(self.player.y - self.points[-1].y) ** 2
)
# new pos is perfectly on player
self.poslist.append((plworldx, plworldy))
if dist_sqr < self.grow_distance ** 2:
return
### remove the fist item in the list if its full line is off screen
if not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]):
self.poslist.pop(0)
# set new grow distance
self.grow_distance = random.randint(self.MIN_GROW_DISTANCE, self.MAX_GROW_DISTANCE)
# offset last root point to look random
self.points[-1] = self.Point(
self.points[-1].x + random.randrange(-self.root_offset, self.root_offset),
self.points[-1].y + random.randrange(-self.root_offset, self.root_offset)
)
# new root point created exactly on player
self.add_point()
# remove points in list that would make lines off the camera
for point in self.points[1:]:
if camera.entity_in_camera(point.x, point.y):
break
self.points.pop(0)
def update_draw(self, camera, isdecend=1):
### draw line from first position to next
# debug render
if self.debug_visible:
pix_x, pix_y = camera.relative_to_camera(self.x, self.y)
thumby.display.setPixel(int(pix_x), int(pix_y), self.isdecend)
return
# root always reaches player position
if self.debug_exact:
x1, y1 = camera.relative_to_camera(self.player.x, self.player.y)
x2, y2 = camera.relative_to_camera(self.points[-1].x, self.points[-1].y)
thumby.display.drawLine(
int(x1),
int(y1),
int(x2),
int(y2),
isdecend
)
# draw line from first position to next
point_prev = self.points[-1]
for point in self.points[-2::-1]:
x1, y1 = camera.relative_to_camera(point_prev.x, point_prev.y)
x2, y2 = camera.relative_to_camera(point.x, point.y)
point_prev = point
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(x1),
int(y1),