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57 Commits
art-cleanu
...
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299
Throot.py
Normal file
299
Throot.py
Normal file
@@ -0,0 +1,299 @@
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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 *
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from Games.Throot.player import Player, Camera
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from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
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from Games.Throot.sprites import Entity, Obstacle, Collectible, update_entities
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from Games.Throot.constants import *
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class GameManager:
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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, 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(event)
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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(event)
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class Room:
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def __init__(self):
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self.ind_button = 0
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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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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 {
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'room': ROOM_MAIN
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}
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# draw title sprite
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#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
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thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
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-1, 0, 0)
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# title text
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chrx = 5
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chry = 7
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buff = 2
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x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
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y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
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w = chrx * 6 + buff
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h = chry + buff
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thumby.display.drawFilledRectangle(x - buff, y - buff, w, h * 2 + buff, 0)
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#thumby.display.drawText('press a', x, y, 0)
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thumby.display.drawText('start', x, y, 1)
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spr_b = thumby.Sprite(sprite_buttona1.width, sprite_buttona1.height, sprite_buttona1.image + sprite_buttona2.image, 2, 40 - 8,
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-1, 0, 0)
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# thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
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# -1, 0, 0)
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self.ind_button = (self.ind_button + 1) % (2 * CONST_FPS)
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spr_b.setFrame(self.ind_button // (2 * CONST_FPS))
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#print(self.ind_button // CONST_FPS)
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thumby.display.drawSprite(spr_b)
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class GameLoop(Room):
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def __init__(self):
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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 = None
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self.camera = None
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self.score = 0
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self.level = 0
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self.finish_depth = 0
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self.waterx = float(0)
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seed_sprite = thumby.Sprite(seed.width, seed.height, seed.image, 0, 0, 0, False, False)
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self.seed = Entity((thumby.display.width - seed.width) // 2, 0, seed.width, seed.height, None, seed_sprite)
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def start(self, event):
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self.entities.clear()
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self.entities.add(
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self.seed
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)
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.player = Player()
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self.player.speed_y = 16
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self.player.isdecend = 1
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self.score = 'score' in event and event['score'] or 0
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self.level = 'level' in event and event['level'] or 0
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self.finish_depth = 100 + 5 * self.level ** 2
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self.finish_height = -self.finish_depth
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self.camera = Camera(self.player)
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self.stage = DESCEND_STAGE
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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 draw_sky(self):
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sky_x = 0
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sky_y = -thumby.display.height
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sky_width = thumby.display.width
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sky_height = thumby.display.height
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if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
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sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
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thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 1)
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sky_x = 0
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sky_y = 0
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sky_width = thumby.display.width
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sky_height = thumby.display.height
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if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
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sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
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thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 0)
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def draw_water(self):
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# bookwater
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# exit if depth is less than 2 screens of the finish depth
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if self.player.y + thumby.display.height < self.finish_depth:
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return
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self.waterx += sprite_water.width / CONST_FPS
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if self.waterx > sprite_water.width:
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self.waterx = 0
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# water surface.
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for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
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x, y = self.camera.relative_to_camera(
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(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
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self.finish_depth
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)
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thumby.display.blit(
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sprite_water[0],
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int(x), int(y),
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sprite_water.width, sprite_water.height,
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0,
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0, 0
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)
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# water below surface
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x, y = self.camera.relative_to_camera(
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0,
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self.finish_depth
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)
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thumby.display.drawFilledRectangle(
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int(x), int(y) + sprite_water.height,
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thumby.display.width, self.finish_depth + thumby.display.height * 3,
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1,
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)
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# win text
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if self.player.y > self.finish_depth + (thumby.display.height // 2):
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thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0)
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thumby.display.drawText(f' stage {self.level + 1}', 0, thumby.display.height // 4 + 9, 0)
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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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self.player.update_phys(tpf, self.stage in (DESCEND_STAGE, ASCEND_STAGE) and self.camera or None)
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self.camera.update_phys()
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# Generate new entities as needed
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if abs(self.player.y) < abs(self.finish_depth):
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self.entities |= update_entities(self.entities, self.level, self.player.ysub, self.player.prev_y)
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else:
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self.entities.clear()
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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.player, self.camera) or abs(entity.y - self.player.y) > self.camera.height * 1.5:
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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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return {
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'room': ROOM_END,
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'score': self.score,
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'level': self.level + 1
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}
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elif isinstance(entity, Collectible):
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self.score += entity.score
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to_remove.add(entity)
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self.entities -= to_remove
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self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
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# finish level
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if self.stage == DESCEND_STAGE:
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if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
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self.stage = ASCEND_STAGE
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self.player.ysub = 0
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self.player.prev_y = 0
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self.player.speed_y *= -1
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self.player.isdecend = 0
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elif self.stage == ASCEND_STAGE:
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if self.player.y < self.finish_height - int(thumby.display.height * 1.5):
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self.score += 20
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self.level += 1
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self.start({
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'score': self.score,
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'level': self.level
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})
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thumby.display.fill(int(self.player.y < 0))
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self.draw_sky()
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# Draw the entities
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for entity in self.entities:
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entity.render(tpf, self.camera)
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self.player.update_draw(self.camera)
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self.draw_water()
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, int(self.player.y > 0))
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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(), EndRoom())
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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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BIN
ThrootTitle.bmp
Normal file
BIN
ThrootTitle.bmp
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 114 KiB |
BIN
ThrootTitle.raw
Normal file
BIN
ThrootTitle.raw
Normal file
Binary file not shown.
BIN
ThrootTitleSingleFrame.bmp
Normal file
BIN
ThrootTitleSingleFrame.bmp
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.0 KiB |
161
artrepository.py
161
artrepository.py
@@ -1,31 +1,45 @@
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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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seed = SpriteImage(
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bytearray([8,20,46,46,62,62,46,62,46,12,0]),
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None,
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11,
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7
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)
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collectibleover = SpriteImage(
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bytearray([9,4,6,9]),
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None,
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4,
|
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4
|
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)
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collectibleunder = SpriteImage(
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bytearray([6,11,9,6]),
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None,
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4,
|
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4
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)
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# BITMAP: width: 8, height: 8
|
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skull = SpriteImage(
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bytearray([227,29,102,126,38,222,221,227]),
|
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bytearray([0,28,102,126,38,30,28,0]),
|
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None,
|
||||
8,
|
||||
8
|
||||
)
|
||||
# BITMAP: width: 8, height: 8
|
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pizza = SpriteImage(
|
||||
bytearray([127,63,95,111,87,107,125,0]),
|
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bytearray([0,0,64,96,80,104,124,0]),
|
||||
None,
|
||||
8,
|
||||
8
|
||||
)
|
||||
# BITMAP: width: 10, height: 10
|
||||
boulder = SpriteImage(
|
||||
bytearray([31,175,119,183,107,251,115,7,15,31,3,2,1,0,1,0,0,0,0,2]),
|
||||
None,
|
||||
10,
|
||||
10
|
||||
)
|
||||
# BITMAP: width: 10, height: 10
|
||||
ball = SpriteImage(
|
||||
bytearray([135,43,85,170,124,254,122,229,123,135,3,3,2,0,1,0,1,2,3,3]),
|
||||
bytearray([224,80,136,72,148,4,140,248,240,224,0,1,2,3,2,3,3,3,3,1]),
|
||||
None,
|
||||
10,
|
||||
10
|
||||
@@ -39,28 +53,21 @@ ball = SpriteImage(
|
||||
)
|
||||
# BITMAP: width: 10, height: 10
|
||||
steve = SpriteImage(
|
||||
bytearray([0,240,252,92,188,188,92,252,240,0,0,1,1,0,0,0,0,1,1,0]),
|
||||
bytearray([255,1,225,249,185,121,121,185,249,225,1,255,15,8,11,11,8,9,9,8,11,11,8,15]),
|
||||
None,
|
||||
10,
|
||||
10
|
||||
12,
|
||||
12
|
||||
)
|
||||
# BITMAP: width: 11, height: 8
|
||||
spaceinv = SpriteImage(
|
||||
bytearray([143,231,130,73,67,195,67,73,130,231,143]),
|
||||
None,
|
||||
11,
|
||||
8
|
||||
)
|
||||
# BITMAP: width: 11, height: 8
|
||||
spaceinv2 = SpriteImage(
|
||||
bytearray([248,103,130,201,195,195,195,201,130,103,248]),
|
||||
bytearray([112,24,125,182,188,60,188,182,125,24,112,7,152,125,54,60,60,60,54,125,152,7]),
|
||||
None,
|
||||
11,
|
||||
8
|
||||
)
|
||||
# BITMAP: width: 11, height: 8
|
||||
mathroot = SpriteImage(
|
||||
bytearray([255,255,239,207,159,63,1,193,249,249,255]),
|
||||
bytearray([0,0,16,48,96,192,254,62,6,6,0]),
|
||||
None,
|
||||
11,
|
||||
8
|
||||
@@ -68,69 +75,153 @@ mathroot = SpriteImage(
|
||||
#/ = bytearray([255,255,239,239,72,10,192,10,72,239,239])
|
||||
# BITMAP: width: 11, height: 8
|
||||
robot = SpriteImage(
|
||||
bytearray([255,255,239,239,72,10,192,10,72,239,239]),
|
||||
bytearray([0,16,16,183,245,63,245,183,16,16,0]),
|
||||
None,
|
||||
11,
|
||||
8
|
||||
)
|
||||
# BITMAP: width: 11, height: 8
|
||||
dinoskull = SpriteImage(
|
||||
bytearray([240,246,246,245,238,237,219,221,235,247,255]),
|
||||
bytearray([15,9,9,10,17,18,36,34,20,8,0]),
|
||||
None,
|
||||
11,
|
||||
8
|
||||
)
|
||||
# BITMAP: width: 11, height: 8
|
||||
dinojaw = SpriteImage(
|
||||
bytearray([193,190,190,62,118,242,126,249,87,239,31]),
|
||||
bytearray([62,65,65,193,137,13,129,6,168,16,224]),
|
||||
None,
|
||||
11,
|
||||
8
|
||||
)
|
||||
# BITMAP: width: 11, height: 8
|
||||
dinospine = SpriteImage(
|
||||
bytearray([199,187,215,187,199,199,187,215,187,199,255]),
|
||||
bytearray([56,68,40,68,56,56,68,40,68,56,0]),
|
||||
None,
|
||||
11,
|
||||
8
|
||||
)
|
||||
# BITMAP: width: 11, height: 8
|
||||
bone = SpriteImage(
|
||||
bytearray([215,171,187,215,215,215,215,215,187,171,215]),
|
||||
bytearray([40,84,68,40,40,40,40,40,68,84,40]),
|
||||
None,
|
||||
11,
|
||||
8
|
||||
)
|
||||
# BITMAP: width: 70, height: 40
|
||||
bigdinohead = SpriteImage(
|
||||
bytearray([255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,127,127,127,127,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,231,193,157,124,254,118,243,243,225,225,243,159,158,140,253,153,243,247,207,159,63,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,249,250,247,246,244,245,243,245,243,245,243,245,243,245,251,253,254,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255]),
|
||||
bytearray([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,128,128,128,128,128,128,128,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,24,62,98,131,1,137,12,12,30,30,12,96,97,115,2,102,12,8,48,96,192,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,6,5,8,9,11,10,12,10,12,10,12,10,12,10,4,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]),
|
||||
None,
|
||||
70,
|
||||
40
|
||||
)
|
||||
# BITMAP: width: 70, height: 40
|
||||
bigboneddiag = SpriteImage(
|
||||
bytearray([255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,63,223,223,63,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,252,251,251,251,247,239,222,189,123,247,239,223,191,127,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,254,241,239,239,243,251,251,252,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255]),
|
||||
bytearray([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,128,128,192,32,32,192,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
3,4,4,4,8,16,33,66,132,8,16,32,64,128,128,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,1,14,16,16,12,4,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]),
|
||||
None,
|
||||
70,
|
||||
40
|
||||
)
|
||||
# BITMAP: width: 70, height: 40
|
||||
bigdoritoobstacle = SpriteImage(
|
||||
bytearray([254,244,253,219,251,247,175,207,223,223,223,191,63,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,223,255,247,255,255,255,249,255,239,254,254,252,252,249,219,243,183,167,239,207,223,191,63,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,255,127,191,95,191,95,191,87,47,87,47,151,175,155,151,203,215,235,231,235,231,235,231,235,231,235,231,234,246,245,241,243,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,127,127,127,127,127,127,127,63,191,191,191,250,249,248,253,252,254,254,254,254,255,255,255,255,255,255,255,255,255,255,255,255,127,127,127,127,127,127,127,127,127,127,127,127,191,191,159,223,223,223,223,223,239,239,239,239,239,239,231,231,243,123,251,253,254,254,254,254,255,239,251,255,255,255,255,251,255,253,251,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,254,253,253,253,253,253,249,251,251,251,245,243,237,235,229,235,215,203,223,215,203,215,222,219,203,213,203,215,207,215,207,215,223,207,215,207,215,159,151,175,183,171,183,175,183,191,159,55,127]),
|
||||
bytearray([1,11,2,36,4,8,80,48,32,32,32,64,192,128,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,32,0,8,0,0,0,6,0,16,1,1,3,3,6,36,12,72,88,16,48,32,64,192,128,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,128,0,128,64,160,64,160,64,168,208,168,208,104,80,100,104,52,40,20,24,20,24,20,24,20,24,20,24,21,9,10,14,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,128,128,128,128,128,128,128,128,192,64,64,64,
|
||||
5,6,7,2,3,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,128,128,128,128,128,128,128,128,128,128,128,128,64,64,96,32,32,32,32,32,16,16,16,16,16,16,24,24,12,132,4,2,1,1,1,1,0,16,4,0,0,0,0,4,0,2,4,1,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,6,4,4,4,10,12,18,20,26,20,40,52,32,40,52,40,33,36,52,42,52,40,48,40,48,40,32,48,40,48,40,96,104,80,72,84,72,80,72,64,96,200,128]),
|
||||
None,
|
||||
70,
|
||||
40
|
||||
)
|
||||
# BITMAP: width: 16, height: 16
|
||||
leaf = SpriteImage(
|
||||
bytearray([128,1,1,1,3,3,3,71,135,15,15,31,63,255,255,255,255,254,252,248,240,240,224,224,192,193,194,196,200,144,1,63]),
|
||||
bytearray([127,254,254,254,252,252,252,184,120,240,240,224,192,0,0,0,
|
||||
0,1,3,7,15,15,31,31,63,62,61,59,55,111,254,192]),
|
||||
None,
|
||||
16,
|
||||
16
|
||||
)
|
||||
|
||||
UNDERGROUND_OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritotoobstacle]
|
||||
OVERGROUND_OBSTACLES = [spaveinv, spaceinv2, leaf]
|
||||
annoydead = SpriteImage(
|
||||
bytearray([0,240,214,236,54,190,214,238,212,254,248,240,224,192,192,128,128,128,128,240,0,
|
||||
0,63,255,254,126,126,254,255,127,127,127,127,127,255,255,127,127,255,255,31,0,
|
||||
0,0,1,0,0,0,3,1,0,0,0,0,0,3,1,0,0,1,0,0,0]),
|
||||
None,
|
||||
21,
|
||||
19
|
||||
)
|
||||
|
||||
OBSTACLES = UNDERGROUND_OBSTACLES + OVERGROUND_OBSTACLES
|
||||
flowerpetals = SpriteImage(
|
||||
bytearray([0,0,0,0,0,0,0,0,0,0,0,0,0,0,240,252,254,254,254,254,252,248,
|
||||
0,0,0,0,0,252,254,255,255,255,255,255,254,254,223,63,255,255,255,255,255,255,
|
||||
0,224,248,252,252,252,255,255,255,247,239,239,223,255,255,255,255,255,251,255,255,255]),
|
||||
None,
|
||||
22,
|
||||
24
|
||||
)
|
||||
|
||||
flowerpetalanim = SpriteImage(
|
||||
bytearray([255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,191,191,7,55,231,227,251,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,191,191,191,7,115,249,253,252,254,252,255,255,255,255,255,31,79,239,231,224,238,223,223,223,191,255,254,248,243,255,255,255,255,255,255,255,255,255,127,127,127,127,127,127,127,7,241,252,254,254,254,254,253,249,255,255,255,255,1,252,254,255,255,255,255,255,254,254,223,63,255,255,255,255,255,255,15,227,249,253,253,252,255,255,255,247,239,239,223,255,255,255,255,255,251,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,31,207,247,243,251,243,247,199,255,255,255,255,255,15,231,243,249,253,253,253,253,252,254,247,231,207,255,255,255,255,255,31,199,243,251,250,248,255,255,239,223,191,255,255,255,255,255,255,255,255,255,255]),
|
||||
None,
|
||||
22,
|
||||
24
|
||||
)
|
||||
|
||||
lvl4wall = SpriteImage(
|
||||
bytearray([255,255,254,254,252,252,248,248,240,240,224,224,192,192,192,128,128,0,0,0,0,224,240,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,240,224,0,0,0,224,240,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,0,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,63,0,0,0,0,63,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,31,0,0,0,63,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,63,31,31,15,15,7,7,3,3,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]),
|
||||
None,
|
||||
72,
|
||||
30
|
||||
)
|
||||
|
||||
ballobstaclelvl3 = SpriteImage(
|
||||
bytearray([0,0,0,0,0,0,0,0,192,224,240,240,248,252,252,252,254,254,254,254,254,254,252,252,252,248,240,240,224,192,0,0,0,0,0,0,0,0,0,0,192,224,240,240,248,252,252,252,254,254,254,254,254,254,252,252,252,248,240,240,224,192,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,240,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,254,240,0,0,0,0,240,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,254,240,0,0,0,0,0,0,0,0,0,0,0,0,3,31,63,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,31,3,0,0,0,0,3,31,63,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,31,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,3,3,7,15,15,15,31,31,31,31,31,31,15,15,15,7,3,3,1,0,0,0,0,0,0,0,0,0,0,0,0,1,3,3,7,15,15,15,31,31,31,31,31,31,15,15,15,7,3,3,1,0,0,0,0,0,0,0,0,0,0,0]),
|
||||
None,
|
||||
72,
|
||||
30
|
||||
)
|
||||
|
||||
Doritoobstaclelvl5 = SpriteImage(
|
||||
bytearray([254,254,254,254,254,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,248,248,248,248,248,248,248,248,248,248,248,248,248,240,224,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,128,192,192,224,224,240,248,248,252,252,254,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,63,31,31,15,7,3,3,3,3,1,0,0,0,0,0,0,128,128,192,224,224,240,240,248,252,252,254,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,63,63,31,31,31,15,15,7,7,7,3,3,1,1,1,0,0,0,0,0,0,0,0,128,128,192,224,240,248,248,252,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,7,3,3,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15]),
|
||||
None,
|
||||
72,
|
||||
30
|
||||
)
|
||||
|
||||
sprite_water = SpriteImage(
|
||||
bytearray([224,240,240,248,252,248,240,240]),
|
||||
None,
|
||||
8,
|
||||
8
|
||||
)
|
||||
|
||||
sprite_title = SpriteImage(
|
||||
bytearray([32,128,40,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,0,0,0,0,0,0,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,160,128,32,0,72,0,192,96,24,8,4,6,2,2,2,2,2,4,12,24,112,192,0,0,0,3,3,3,3,3,255,255,255,3,251,251,251,3,3,251,251,251,3,251,251,155,155,155,155,99,99,0,248,248,24,24,24,251,251,3,251,251,27,27,27,251,251,3,255,255,255,3,3,3,0,1,0,31,48,96,64,64,64,98,50,30,0,0,192,96,48,16,24,15,12,24,48,96,192,0,0,0,255,255,255,0,255,255,255,7,7,255,255,255,0,255,255,1,1,1,3,255,255,0,255,255,128,128,128,255,255,0,255,255,128,128,128,255,255,0,255,255,255,0,0,0,0,192,64,96,32,32,69,192,10,0,4,0,0,127,129,0,0,0,0,0,0,0,96,48,29,7,0,0,63,255,255,192,149,85,85,84,84,85,85,85,84,85,85,84,84,84,84,85,85,84,85,85,85,85,85,85,85,84,85,85,85,85,85,85,21,192,255,255,127,0,0,0,3,7,4,132,128,192,96,29,70,0,0,0,0,0,1,6,12,8,24,16,248,140,4,4,108,72,120,48,0,128,193,255,255,127,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,252,254,255,183,99,65,64,64,96,48,24,30,99,65,64,194,128,133,0,2,0,128,96,24,12,4,2,2,1,1]),
|
||||
None,
|
||||
72,
|
||||
40
|
||||
)
|
||||
|
||||
sprite_buttona1 = SpriteImage(
|
||||
bytearray([60,98,221,203,203,221,98,60]),
|
||||
None,
|
||||
8,
|
||||
8
|
||||
)
|
||||
|
||||
sprite_buttona2 = SpriteImage(
|
||||
bytearray([56,68,186,150,150,186,68,56]),
|
||||
None,
|
||||
8,
|
||||
8
|
||||
)
|
||||
|
||||
OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]
|
||||
|
||||
17
constants.py
Normal file
17
constants.py
Normal file
@@ -0,0 +1,17 @@
|
||||
CONST_FPS = 60
|
||||
|
||||
ROOM_START = 0
|
||||
ROOM_MAIN = 1
|
||||
ROOM_END = 2
|
||||
ROOM_NEXT = -1
|
||||
|
||||
|
||||
# The first part of the level, where we are reaching the water
|
||||
DESCEND_STAGE = 0
|
||||
# The transition to the second part of the level, where the camera travels
|
||||
# back to the surface
|
||||
WATER_STAGE = 1
|
||||
# The second part of the level, where we are growing into the sky
|
||||
ASCEND_STAGE = 2
|
||||
# The "level complete" animation
|
||||
BLOOM_STAGE = 3
|
||||
1
flowerpetal.raw
Normal file
1
flowerpetal.raw
Normal file
@@ -0,0 +1 @@
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?؟؟7هك<D987><D983><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>؟؟؟s<><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Oُهـَ<D980><D98E><EFBFBD>؟<EFBFBD><D89F><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ّ<><D991><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><01><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ك<><D983><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ُُ<D98F><D98F><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>د<><D8AF><EFBFBD><EFBFBD><EFBFBD>ا<EFBFBD><D8A7><EFBFBD><EFBFBD><EFBFBD>ه<><D987><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>هد<D987><D8AF><EFBFBD><EFBFBD><EFBFBD>ا<><D8A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ُ<EFBFBD>؟<EFBFBD><D89F><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
37
map.py
Normal file
37
map.py
Normal file
@@ -0,0 +1,37 @@
|
||||
import thumby
|
||||
|
||||
class ObstacleSlice:
|
||||
"""
|
||||
The game world is divided up into distinct "slices," where each slice is a predefined set of
|
||||
obstacles in specific positions. These slices are then put forward in random order
|
||||
"""
|
||||
|
||||
"""
|
||||
How many units an obstacle slice is high
|
||||
"""
|
||||
height=max(80, thumby.display.height * 2)
|
||||
|
||||
def __init__(self, obstacle_map, difficulty: int):
|
||||
"""
|
||||
Creates an obstacle slice
|
||||
|
||||
:param obstacle_map:
|
||||
A two-dimensional list description what obstacles are here. Each tuple describes a
|
||||
single obstacle, its x, and y position, the obstacle type, the x mirror, and the y
|
||||
mirror.
|
||||
:param difficulty:
|
||||
The difficulty of the game. This influences when this slice appears.
|
||||
"""
|
||||
self.obstacle_map = obstacle_map
|
||||
self.difficulty = difficulty
|
||||
|
||||
OBSTACLE_SLICES = [
|
||||
ObstacleSlice(
|
||||
[
|
||||
(10, 0, 0, 0, 0),
|
||||
(53, 30, 1, 0, 0),
|
||||
(5, 45, 0, 0, 0)
|
||||
],
|
||||
0
|
||||
)
|
||||
]
|
||||
216
player.py
Normal file
216
player.py
Normal file
@@ -0,0 +1,216 @@
|
||||
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
|
||||
|
||||
class Input:
|
||||
def move_right(self):
|
||||
return (
|
||||
thumby.buttonA.pressed() or
|
||||
thumby.buttonR.pressed()
|
||||
)
|
||||
|
||||
def move_left(self):
|
||||
return thumby.buttonL.pressed()
|
||||
|
||||
inp = Input()
|
||||
|
||||
### classes
|
||||
class Player:
|
||||
def __init__(self):
|
||||
self.prev_x = 0
|
||||
self.prev_y = 0
|
||||
self.xsub = float(thumby.display.width / 2)
|
||||
self.ysub = float(0)
|
||||
self.x = int(self.xsub)
|
||||
self.y = int(self.ysub)
|
||||
|
||||
self.isdecend = 1
|
||||
|
||||
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)
|
||||
|
||||
|
||||
def update_phys(self, tpf, camera: Camera):
|
||||
# prevoius sub pixel position
|
||||
self.prev_x = self.xsub
|
||||
self.prev_y = self.ysub
|
||||
|
||||
### x movement
|
||||
|
||||
# x input
|
||||
if inp.move_left() and (not inp.move_right()):
|
||||
self.input_x = -1
|
||||
|
||||
if inp.move_right() and (not inp.move_left()):
|
||||
self.input_x = 1
|
||||
|
||||
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
|
||||
|
||||
# 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 physics
|
||||
self.anim.update_phys(camera)
|
||||
|
||||
def update_draw(self, camera):
|
||||
### animation render
|
||||
self.anim.update_draw(camera, self.isdecend)
|
||||
|
||||
|
||||
class Camera:
|
||||
def __init__(self, target):
|
||||
self.x = int(0)
|
||||
self.y = int(0)
|
||||
self.width = thumby.display.width
|
||||
self.height = thumby.display.height
|
||||
self.offset = -self.height / 2
|
||||
self.target = target
|
||||
|
||||
def entity_in_camera(self, ent_x, ent_y, ent_width = 0, ent_height = 0) -> bool:
|
||||
return ent_x + ent_width >= self.x and ent_y + ent_height >= self.y and ent_x < self.x + self.width and ent_y < self.y + self.height
|
||||
|
||||
def relative_to_camera(self, global_x, global_y):
|
||||
return (global_x - self.x, global_y - self.y)
|
||||
|
||||
def update_phys(self):
|
||||
# position player
|
||||
self.y = self.target.y + self.offset
|
||||
|
||||
class PlayerAnimation:
|
||||
MAX_ROOT_OFFSET = int(4)
|
||||
|
||||
MAX_GROW_DISTANCE = int(6)#int(3)
|
||||
MIN_GROW_DISTANCE = int(2)
|
||||
|
||||
Point = namedtuple("Point", ["x", "y"])
|
||||
|
||||
def __init__(self, player):
|
||||
self.player = player
|
||||
|
||||
self.root_offset = self.MAX_ROOT_OFFSET
|
||||
self.grow_distance = self.MAX_GROW_DISTANCE
|
||||
|
||||
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
|
||||
)
|
||||
|
||||
if dist_sqr < self.grow_distance ** 2:
|
||||
return
|
||||
|
||||
# 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):
|
||||
# debug render
|
||||
if self.debug_visible:
|
||||
pix_x, pix_y = camera.relative_to_camera(self.player.x, self.player.y)
|
||||
thumby.display.setPixel(int(pix_x), int(pix_y), 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
|
||||
|
||||
thumby.display.drawLine(
|
||||
int(x1),
|
||||
int(y1),
|
||||
int(x2),
|
||||
int(y2),
|
||||
isdecend
|
||||
)
|
||||
170
sprites.py
Normal file
170
sprites.py
Normal file
@@ -0,0 +1,170 @@
|
||||
import math
|
||||
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 *
|
||||
|
||||
class Entity:
|
||||
"""
|
||||
An entity exists within the game world. It has coordinates, bounds, and optionally collision and sprite
|
||||
"""
|
||||
def __init__(self, x: int = 0, y: int = 0, width: int = 8, height: int = 8, collision: bytearray = None, sprite: thumby.Sprite = None):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.sprite = sprite
|
||||
self.collision = collision
|
||||
self.width = width
|
||||
self.height = height
|
||||
|
||||
def intersects_pixel(self, loc_x: int, loc_y: int) -> bool:
|
||||
"""
|
||||
Checks to see if this entity intersects a location in the game world.
|
||||
|
||||
:param loc_x:
|
||||
An global x location within the game world.
|
||||
:param loc_y:
|
||||
A global y position within the game world.
|
||||
:return:
|
||||
True if the collision shape of this entity intersects a point in the world,
|
||||
False otherwise.
|
||||
"""
|
||||
if not self.collision:
|
||||
return False
|
||||
if loc_x < self.x or loc_x >= self.x + self.width or loc_y < self.y or loc_y >= self.y + self.height:
|
||||
return False
|
||||
rel_x = int(loc_x - self.x)
|
||||
rel_y = int(loc_y - self.y)
|
||||
return bool((self.collision[rel_x] >> (rel_y)) & 1)
|
||||
|
||||
def can_render(self, camera: Camera) -> bool:
|
||||
"""
|
||||
Checks to see if this sprite is within the game screen.
|
||||
|
||||
:param current_depth:
|
||||
The current depth, as measured from the top of the screen. We can display anything
|
||||
up to the screen height down from this number.
|
||||
|
||||
:return:
|
||||
True if the sprite shows up on screen in any capacity, false otherwise.
|
||||
"""
|
||||
return camera.entity_in_camera(self.x, self.y, self.width, self.height)
|
||||
|
||||
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
|
||||
"""
|
||||
Updates the state of the entity based on the game state.
|
||||
|
||||
:param tpf:
|
||||
The number of seconds since the last tick.
|
||||
:param current_depth:
|
||||
The current depth the game is on.
|
||||
:param prev_depth:
|
||||
The depth the game was on last tick.
|
||||
|
||||
:return:
|
||||
True if the game should keep this entity, false if the game should drop
|
||||
this entity from memory.
|
||||
"""
|
||||
return True
|
||||
|
||||
def render(self, tpf: float, camera: Camera) -> bool:
|
||||
"""
|
||||
Sets the position of the sprite and draws it.
|
||||
|
||||
:param tpf:
|
||||
The number of seconds since the last tick.
|
||||
:param current_depth:
|
||||
The current depth the game is on.
|
||||
:param prev_depth:
|
||||
The depth the game was on last tick.
|
||||
|
||||
:return:
|
||||
True if the game should actually draw the sprite, false the sprite
|
||||
should be hidden.
|
||||
"""
|
||||
if self.sprite:
|
||||
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, player: Player, camera: Camera) -> bool:
|
||||
return True
|
||||
|
||||
class Collectible(Entity):
|
||||
def __init__(self, *args, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
self.score = 'score' in kwargs and kwargs['score'] or 10
|
||||
|
||||
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
|
||||
return True
|
||||
|
||||
|
||||
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.
|
||||
|
||||
: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.
|
||||
"""
|
||||
|
||||
OBSTACLE_BUFFER = 10
|
||||
|
||||
if current_depth == prev_depth:
|
||||
# If we haven't moved, we don't need to spawn anything
|
||||
return set()
|
||||
|
||||
spawned = set()
|
||||
if current_depth > 0:
|
||||
max_spawned = randrange(0, difficulty + 1)
|
||||
else:
|
||||
max_spawned = randrange(0, int(5 / (0.3 * difficulty + 0.7)))
|
||||
print(f"Spawning {max_spawned} entities this tick")
|
||||
while len(spawned) < max_spawned:
|
||||
if current_depth > 0:
|
||||
if random() >= (2 * math.pow(difficulty + 0.01, 2)) / (3 * math.pow(difficulty + 0.01, 2) + 20 * (difficulty + 0.01)) + 0.05:
|
||||
print(f"Cancelling obstacles after {len(spawned)} entities")
|
||||
break
|
||||
Clazz = Obstacle
|
||||
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
|
||||
else:
|
||||
if random() >= 1 / (math.pow(difficulty, 2) + 3):
|
||||
print(f"Cancelling obstacles after {len(spawned)} entities")
|
||||
break
|
||||
Clazz = Collectible
|
||||
sprite_image = collectibleover
|
||||
|
||||
if sprite_image.width >= thumby.display.width:
|
||||
x = 0
|
||||
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:
|
||||
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, int(y < 0), False, False)
|
||||
spawned.add(Clazz(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
|
||||
return spawned
|
||||
Reference in New Issue
Block a user