Adds an end screen.

This commit is contained in:
William Hubbard
2023-02-05 11:17:30 -07:00
parent ad4a5de10e
commit e73eb5a765
2 changed files with 65 additions and 30 deletions

View File

@@ -11,11 +11,9 @@ from Games.Throot.artrepository import OBSTACLES
from Games.Throot.player import Player
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.constants import CONST_FPS
from Games.Throot.constants import *
class GameManager:
EVENT_ROOM_CHANGE = {'start': 0, 'main': 1, 'end': 2, 'next': -1}
def __init__(self, *rooms):
self.rooms = rooms
self.room_index = 0
@@ -24,13 +22,14 @@ class GameManager:
# Set the FPS (without this call, the default fps is 30)
thumby.display.setFPS(CONST_FPS)
def room_goto(self, index):
def room_goto(self, event):
index = event['room']
if index < 0:
self.room_index = min(self.room_index + 1, len(self.rooms))
else:
self.room_index = index
self.rooms[self.room_index].start()
self.rooms[self.room_index].start(event)
def restart(self):
self.room_index = 0
@@ -41,11 +40,11 @@ class GameManager:
thumby.display.update()
if event:
self.room_goto(self.EVENT_ROOM_CHANGE[event])
self.room_goto(event)
class Room:
def start(self):
def start(self, event):
t0 = time.ticks_ms() # Get time (ms)
thumby.display.fill(0) # Fill canvas to black
@@ -58,7 +57,9 @@ class RoomTitle(Room):
super().update(tpf)
if thumby.inputPressed():
return 'main'
return {
'room': ROOM_MAIN
}
# draw title sprite
title_text = 'press a to start'
@@ -84,6 +85,13 @@ class GameLoop(Room):
self.player = Player()
self.score = 0
def start(self, event):
self.current_depth = 0
self.entities.clear()
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player()
self.score = 0
def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
@@ -109,7 +117,7 @@ class GameLoop(Room):
self.player.update_phys(self.current_depth, prev_depth)
# Generate new entities as needed
self.entities |= update_entities(self.current_obstacle_slice, self.current_depth, prev_depth)
self.entities |= update_entities(self.entities, 5, self.current_depth, prev_depth)
# Updates the entities
to_remove = set()
@@ -118,7 +126,10 @@ class GameLoop(Room):
to_remove.add(entity)
elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
if isinstance(entity, Obstacle):
print("Hit!")
return {
'room': ROOM_END,
'score': self.score
}
self.entities -= to_remove
self.score = int(self.current_depth * 10)
@@ -130,10 +141,29 @@ class GameLoop(Room):
self.player.update_draw(self.player.y)
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
thumby.display.update()
class EndRoom(Room):
def __init__(self):
self.score = 0
def start(self, event):
self.score = event['score']
# Used to make sure that we aren't triggering from input mean't for the game.
self.still_pressed = thumby.inputPressed()
def update(self, tpf):
if not thumby.inputPressed():
self.still_pressed = False
elif not self.still_pressed and thumby.inputPressed():
return {
'room': ROOM_START
}
thumby.display.fill(0)
thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1)
thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
def main():
game = GameManager(RoomTitle(), GameLoop())
game = GameManager(RoomTitle(), GameLoop(), EndRoom())
game.start()
prev_time = 0

View File

@@ -1,4 +1,5 @@
from random import randint
import math
from random import randrange, random
import thumby
@@ -101,7 +102,7 @@ class Obstacle(Entity):
return self.can_render(current_depth)
def update_entities(current_slice: ObstacleSlice, current_depth: int, prev_depth: int):
def update_entities(entities, difficulty: int, current_depth: int, prev_depth: int):
"""
Checks the current game state and generates new sprites based on said state.
@@ -118,24 +119,28 @@ def update_entities(current_slice: ObstacleSlice, current_depth: int, prev_depth
:return:
A list of entities to generate this tick.
"""
OBSTACLE_BUFFER = 10
if current_depth == prev_depth:
# If we haven't moved, we don't need to spawn anything
return set()
# Local y relative to the top of the slice
slice_y = (current_depth) % ObstacleSlice.height
slice_prev_y = (prev_depth) % ObstacleSlice.height
if prev_depth < current_depth and slice_prev_y > slice_y:
slice_prev_y -= ObstacleSlice.height
elif current_depth < prev_depth and slice_y > slice_prev_y:
slice_prev_y += ObstacleSlice.height
min_y = min(slice_prev_y, slice_y)
max_y = max(slice_prev_y, slice_y)
spawned = set()
for entity in current_slice.obstacle_map:
# The position the entity should spawn at, relative to the slice top
entity_y = entity[1]
if entity_y >= min_y and entity_y < max_y:
sprite_image = OBSTACLES[entity[2]]
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, entity[3], entity[4])
spawned.add(Obstacle(entity[0], entity_y + current_depth // ObstacleSlice.height * ObstacleSlice.height, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
max_spawned = 1#randrange(0, difficulty + 1)
while len(spawned) < max_spawned and random() < (2 * math.pow(difficulty + 0.01, 2)) / (3 * math.pow(difficulty + 0.01, 2) + 20 * (difficulty + 0.01)) + 0.05:
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
if sprite_image.width >= thumby.display.width:
x = 0
else:
x = randrange(0, thumby.display.width - sprite_image.width)
y = current_depth
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:
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