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13 Commits
art-cleanu
...
game_manag
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131
Throot.py
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131
Throot.py
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@@ -0,0 +1,131 @@
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import time
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import math
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import thumby
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import Games.Throot.map
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import Games.Throot.sprites
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from random import randrange
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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 update_entities
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from Games.Throot.constants import CONST_FPS
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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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def start(self):
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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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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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def restart(self):
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self.room_index = 0
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def update(self, tpf):
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event = self.rooms[self.room_index].update(tpf)
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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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class Room:
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def start(self):
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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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def update(self, tpf):
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pass
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class RoomTitle(Room):
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def update(self, tpf):
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super().update(tpf)
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if thumby.inputPressed():
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return 'main'
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# draw title sprite
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title_text = 'press a to start'
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chr_len = 5
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x = int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
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y = int(round(thumby.display.height / 2 - chr_len / 2))
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buff = 2
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w = chr_len * len(title_text) + buff
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h = chr_len + buff
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thumby.display.drawFilledRectangle(x - buff, y - buff, w, h, 1)
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thumby.display.drawText(title_text, x, y, 0)
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class GameLoop(Room):
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def __init__(self):
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self.current_depth = 0
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self.diving_velocity = 10
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self.diving_accel = 0
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.entities = set()
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self.player = Player()
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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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def update(self, tpf):
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"""
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Executes one tick of the game
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"""
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super().update(tpf)
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prev_depth = self.current_depth
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self.diving_velocity += self.diving_accel * tpf
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self.current_depth += self.diving_velocity * tpf
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if self.current_depth % ObstacleSlice.height < prev_depth % ObstacleSlice.height:
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self.current_obstacle_slice = self.get_obstacle_slice()
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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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# Updates the entities
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to_remove = set()
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for entity in self.entities:
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if not entity.update(tpf, self.current_depth, prev_depth):
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to_remove.add(entity)
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self.entities -= to_remove
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thumby.display.fill(0)
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# Draw the entities
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for entity in self.entities:
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entity.render(tpf, self.current_depth, prev_depth)
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self.player.update_draw(self.current_depth, prev_depth)
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def main():
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game = GameManager(RoomTitle(), GameLoop())
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game.start()
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prev_time = 0
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while True:
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t0 = time.ticks_ms()
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tps = (t0 - prev_time) / 1000
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#loop.update(tps)
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game.update(tps)
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prev_time = t0
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main()
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@@ -1,4 +1,4 @@
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from collections.namedtuple
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from collections import namedtuple
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SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"])
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@@ -130,7 +130,7 @@ leaf = SpriteImage(
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16
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)
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UNDERGROUND_OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritotoobstacle]
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OVERGROUND_OBSTACLES = [spaveinv, spaceinv2, leaf]
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UNDERGROUND_OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle]
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OVERGROUND_OBSTACLES = [spaceinv, spaceinv2, leaf]
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OBSTACLES = UNDERGROUND_OBSTACLES + OVERGROUND_OBSTACLES
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1
constants.py
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1
constants.py
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@@ -0,0 +1 @@
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CONST_FPS = 60
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37
map.py
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37
map.py
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@@ -0,0 +1,37 @@
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import thumby
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class ObstacleSlice:
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"""
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The game world is divided up into distinct "slices," where each slice is a predefined set of
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obstacles in specific positions. These slices are then put forward in random order
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"""
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"""
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How many units an obstacle slice is high
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"""
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height=max(80, thumby.display.height * 2)
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def __init__(self, obstacle_map, difficulty: int):
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"""
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Creates an obstacle slice
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:param obstacle_map:
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A two-dimensional list description what obstacles are here. Each tuple describes a
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single obstacle, its x, and y position, the obstacle type, the x mirror, and the y
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mirror.
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:param difficulty:
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The difficulty of the game. This influences when this slice appears.
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"""
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self.obstacle_map = obstacle_map
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self.difficulty = difficulty
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OBSTACLE_SLICES = [
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ObstacleSlice(
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[
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(10, 0, 0, 0, 0),
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(53, 30, 1, 0, 0),
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(5, 45, 0, 0, 0)
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],
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0
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)
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]
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175
player.py
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175
player.py
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@@ -0,0 +1,175 @@
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import time
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import thumby
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import math
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import random
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from Games.Throot.constants import CONST_FPS
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# didplay width 72
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# display height 40
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# constants
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CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height)
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CONST_INP_MOVE_LEFT = thumby.buttonL
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CONST_INP_MOVE_RIGHT = thumby.buttonA
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# classes
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class Player:
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def __init__(self):
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self.xsub = float(thumby.display.width / 2)
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self.ysub = float(0)
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self.x = int(self.xsub)
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self.y = int(self.ysub)
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self.movespeed = 32 / CONST_FPS
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self.isdecend = 1
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self.xspeed = 32 / CONST_FPS
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self.yspeed = 32 / CONST_FPS
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self.accx = 1 / (CONST_FPS * 4)
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self.accaccx = self.accx
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self.anim = PlayerAnimation(self.x, self.y)
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self.debugvisible = True
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def update_phys(self, current_depth, prev_depth):
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inp = int(0)
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if CONST_INP_MOVE_LEFT.pressed():
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inp -= 1
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if CONST_INP_MOVE_RIGHT.pressed():
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inp += 1
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# debug visible
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if thumby.buttonU.pressed():
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self.debugvisible = not self.debugvisible
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### x movement
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self.xspeed += self.accx
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self.accx += self.accaccx
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if (inp == 0) and (self.xspeed > self.movespeed):
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self.xspeed = self.movespeed
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self.accx = self.accaccx
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xx = self.xsub + inp * self.xspeed
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# clamp to screen
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self.xsub = max(min(xx, thumby.display.width - 1), 0)
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### y movement
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self.ysub = current_depth - (thumby.display.height / 2)
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### pixel positions
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self.x = int(self.xsub)
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self.y = int(self.ysub)
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# animation
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self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y)
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def update_draw(self, current_depth, prev_depth):
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# debug draw
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if self.debugvisible:
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pix_x = self.x
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pix_y = int(current_depth - self.y)
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thumby.display.setPixel(pix_x, pix_y, self.isdecend)
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# animation
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self.anim.update_draw(current_depth, prev_depth, self.isdecend)
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class Camera:
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def __init__(self, target):
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self.x = int(0)
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self.y = int(0)
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self.target = target
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def update_phys(self, plscreeny):
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# position player
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self.y = self.target.y - plscreeny
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class PlayerAnimation:
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# width and height of range bounding box
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RANDOM_RANGE = int(7)
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POS_RANGE = int(3)
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POS_X = int(0)
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POS_Y = int(1)
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def __init__(self, plworldx, plworldy):
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self.poslist = [(plworldx, plworldy)]
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self.debugrandomrange = self.RANDOM_RANGE
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self.debugposrange = self.POS_RANGE
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def update_phys(self, plworldx, plworldy, plscreeny):
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### exit if player y pos less than random range
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# # debug change random range
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# inp = int(0)
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# if thumby.buttonD.justPressed():
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# inp -= 1
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# if thumby.buttonU.justPressed():
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# inp += 1
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# if inp != 0:
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# self.debugposrange = max(self.debugposrange + inp * 2, 1)
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# print('debugposrange: ', self.debugposrange)
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# # if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.debugposrange):
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# # return
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# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
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# return
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if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE:
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return
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### get new position
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rad = self.RANDOM_RANGE // 2
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# # debug change random range
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# inp = int(0)
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# if thumby.buttonB.justPressed():
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# inp -= 1
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# if thumby.buttonA.justPressed():
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# inp += 1
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# if inp != 0:
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# self.debugrandomrange = max(self.debugrandomrange + inp * 2, 1)
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# print('debugrandomrange:', self.debugrandomrange)
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# rad = max(self.debugrandomrange // 2, 1)
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# vector int
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# self.poslist.append((plworldx + random.randrange(-rad, rad),
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# plworldy + random.randrange(-rad, rad)))
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# move last pos
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self.poslist[-1] = (
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plworldx + random.randrange(-rad, rad),
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plworldy + random.randrange(-rad, rad)
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)
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# new pos is perfectly on player
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self.poslist.append((plworldx, plworldy))
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# # debug
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# self.poslist.append((plworldx, plworldy))
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### remove the fist item in the list if its full line is off screen
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#if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
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# self.poslist.pop(0)
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#print(len(self.poslist))
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def update_draw(self, current_depth, prev_depth, isdecend=1):
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### draw line from first position to next
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for i in range(len(self.poslist) - 1):
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thumby.display.drawLine(
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int(self.poslist[i][self.POS_X]),
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int(current_depth - self.poslist[i][self.POS_Y]),
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int(self.poslist[i + 1][self.POS_X]),
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int(current_depth - self.poslist[i + 1][self.POS_Y]),
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isdecend
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)
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137
sprites.py
Normal file
137
sprites.py
Normal file
@@ -0,0 +1,137 @@
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from random import randint
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import thumby
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from Games.Throot.map import ObstacleSlice
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from Games.Throot.artrepository import OBSTACLES
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class Entity:
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"""
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An entity exists within the game world. It has coordinates, bounds, and optionally collision and sprite
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"""
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def __init__(self, x: int = 0, y: int = 0, width: int = 8, height: int = 8, collision: bytearray = None, sprite: thumby.Sprite = None):
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self.x = x
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self.y = y
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self.sprite = sprite
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self.collision = collision
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self.width = width
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self.height = height
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def intersects_pixel(self, loc_x: int, loc_y: int) -> bool:
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"""
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Checks to see if this entity intersects a location in the game world.
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:param loc_x:
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An global x location within the game world.
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:param loc_y:
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A global y position within the game world.
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:return:
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True if the collision shape of this entity intersects a point in the world,
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False otherwise.
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"""
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if not self.collision:
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return False
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if loc_x < self.x or loc_x >= self.x + self.width or loc_y < self.y or loc_y >= self.y + self.height:
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return False
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rel_x = loc_x - self.x
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rel_y = loc_y - self.y
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return bool((self.collision[rel_x] >> (self.height - rel_y)) & 1)
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def can_render(self, current_depth: int) -> bool:
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"""
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Checks to see if this sprite is within the game screen.
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:param current_depth:
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The current depth, as measured from the top of the screen. We can display anything
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up to the screen height down from this number.
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:return:
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True if the sprite shows up on screen in any capacity, false otherwise.
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"""
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if self.x < -self.width or self.x >= thumby.display.width:
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return False
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max = current_depth
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min = max - thumby.display.height
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if self.y < (min - self.height) or self.y > max:
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return False
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return True
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def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
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"""
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Updates the state of the entity based on the game state.
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:param tpf:
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The number of seconds since the last tick.
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:param current_depth:
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The current depth the game is on.
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:param prev_depth:
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The depth the game was on last tick.
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:return:
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True if the game should keep this entity, false if the game should drop
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this entity from memory.
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"""
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return False
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def render(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
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"""
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Sets the position of the sprite and draws it.
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:param tpf:
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The number of seconds since the last tick.
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:param current_depth:
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The current depth the game is on.
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:param prev_depth:
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The depth the game was on last tick.
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:return:
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True if the game should actually draw the sprite, false the sprite
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should be hidden.
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"""
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if self.sprite:
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self.sprite.y = int(self.y - current_depth + thumby.display.height)
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self.sprite.x = int(self.x)
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if self.can_render(current_depth):
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thumby.display.drawSprite(self.sprite)
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return True
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return False
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class Obstacle(Entity):
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def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
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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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"""
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Checks the current game state and generates new sprites based on said state.
|
||||
|
||||
:param current_slice:
|
||||
The current obstacle slice we are using. Once the bottom of the slice displays, we switch
|
||||
to a new slice.
|
||||
:param current_depth:
|
||||
The global world depth we are at. This is modulused by the slice height to determine how
|
||||
far through the slice we are.
|
||||
:param prev_depth:
|
||||
The depth we were at during the last tick. This helps make sure we don't miss spawning
|
||||
entities
|
||||
|
||||
:return:
|
||||
A list of entities to generate this tick.
|
||||
"""
|
||||
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 slice_prev_y > slice_y:
|
||||
slice_prev_y -= ObstacleSlice.height
|
||||
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 >= slice_prev_y and entity_y < slice_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, sprite))
|
||||
return spawned
|
||||
Reference in New Issue
Block a user