Adds an end screen.
This commit is contained in:
54
Throot.py
54
Throot.py
@@ -11,11 +11,9 @@ from Games.Throot.artrepository import OBSTACLES
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from Games.Throot.player import Player
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from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
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from Games.Throot.sprites import Obstacle, update_entities
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from Games.Throot.constants import CONST_FPS
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from Games.Throot.constants import *
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class GameManager:
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EVENT_ROOM_CHANGE = {'start': 0, 'main': 1, 'end': 2, 'next': -1}
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def __init__(self, *rooms):
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self.rooms = rooms
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self.room_index = 0
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@@ -24,13 +22,14 @@ class GameManager:
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# Set the FPS (without this call, the default fps is 30)
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thumby.display.setFPS(CONST_FPS)
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def room_goto(self, index):
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def room_goto(self, event):
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index = event['room']
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if index < 0:
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self.room_index = min(self.room_index + 1, len(self.rooms))
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else:
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self.room_index = index
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self.rooms[self.room_index].start()
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self.rooms[self.room_index].start(event)
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def restart(self):
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self.room_index = 0
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@@ -41,11 +40,11 @@ class GameManager:
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thumby.display.update()
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if event:
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self.room_goto(self.EVENT_ROOM_CHANGE[event])
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self.room_goto(event)
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class Room:
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def start(self):
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def start(self, event):
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t0 = time.ticks_ms() # Get time (ms)
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thumby.display.fill(0) # Fill canvas to black
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@@ -58,7 +57,9 @@ class RoomTitle(Room):
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super().update(tpf)
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if thumby.inputPressed():
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return 'main'
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return {
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'room': ROOM_MAIN
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}
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# draw title sprite
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title_text = 'press a to start'
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@@ -85,6 +86,13 @@ class GameLoop(Room):
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self.score = 0
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def start(self, event):
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self.current_depth = 0
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self.entities.clear()
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.player = Player()
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self.score = 0
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def get_obstacle_slice(self):
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return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
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@@ -109,7 +117,7 @@ class GameLoop(Room):
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self.player.update_phys(self.current_depth, prev_depth)
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# Generate new entities as needed
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self.entities |= update_entities(self.current_obstacle_slice, self.current_depth, prev_depth)
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self.entities |= update_entities(self.entities, 5, self.current_depth, prev_depth)
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# Updates the entities
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to_remove = set()
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@@ -118,7 +126,10 @@ class GameLoop(Room):
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to_remove.add(entity)
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elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
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if isinstance(entity, Obstacle):
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print("Hit!")
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return {
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'room': ROOM_END,
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'score': self.score
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}
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self.entities -= to_remove
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self.score = int(self.current_depth * 10)
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@@ -130,10 +141,29 @@ class GameLoop(Room):
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self.player.update_draw(self.player.y)
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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thumby.display.update()
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class EndRoom(Room):
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def __init__(self):
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self.score = 0
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def start(self, event):
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self.score = event['score']
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# Used to make sure that we aren't triggering from input mean't for the game.
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self.still_pressed = thumby.inputPressed()
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def update(self, tpf):
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if not thumby.inputPressed():
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self.still_pressed = False
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elif not self.still_pressed and thumby.inputPressed():
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return {
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'room': ROOM_START
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}
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thumby.display.fill(0)
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thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1)
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thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
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def main():
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game = GameManager(RoomTitle(), GameLoop())
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game = GameManager(RoomTitle(), GameLoop(), EndRoom())
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game.start()
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prev_time = 0
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41
sprites.py
41
sprites.py
@@ -1,4 +1,5 @@
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from random import randint
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import math
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from random import randrange, random
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import thumby
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@@ -101,7 +102,7 @@ class Obstacle(Entity):
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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):
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def update_entities(entities, difficulty: int, current_depth: int, prev_depth: int):
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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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@@ -118,24 +119,28 @@ def update_entities(current_slice: ObstacleSlice, current_depth: int, prev_depth
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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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OBSTACLE_BUFFER = 10
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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 set()
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# Local y relative to the top of the slice
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slice_y = (current_depth) % ObstacleSlice.height
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slice_prev_y = (prev_depth) % ObstacleSlice.height
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if prev_depth < current_depth and slice_prev_y > slice_y:
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slice_prev_y -= ObstacleSlice.height
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elif current_depth < prev_depth and slice_y > slice_prev_y:
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slice_prev_y += ObstacleSlice.height
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min_y = min(slice_prev_y, slice_y)
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max_y = max(slice_prev_y, slice_y)
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spawned = set()
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for entity in current_slice.obstacle_map:
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# The position the entity should spawn at, relative to the slice top
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entity_y = entity[1]
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if entity_y >= min_y and entity_y < max_y:
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sprite_image = OBSTACLES[entity[2]]
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sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, entity[3], entity[4])
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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))
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max_spawned = 1#randrange(0, difficulty + 1)
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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:
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sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
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if sprite_image.width >= thumby.display.width:
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x = 0
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else:
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x = randrange(0, thumby.display.width - sprite_image.width)
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y = current_depth
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error = False
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for entity in entities | spawned:
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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):
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error = True
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break
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if not error:
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sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
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spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
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return spawned
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