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5 Commits
build_upda
...
collectibl
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8aab7d94f1 | ||
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3afe5322b3 | ||
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674ae01057 | ||
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feafdfbac2 | ||
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b743e61b10 |
42
Throot.py
42
Throot.py
@@ -11,7 +11,7 @@ from random import randrange
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from Games.Throot.artrepository import *
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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.player import Player, Camera
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from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
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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.sprites import Entity, Obstacle, Collectible, update_entities
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from Games.Throot.constants import *
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from Games.Throot.constants import *
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@@ -92,12 +92,19 @@ class GameLoop(Room):
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self.waterx = float(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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def start(self, event):
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self.entities.clear()
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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.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.player = Player()
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self.player = Player()
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self.player.yspeed = 10
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self.player.yspeed = 10
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self.score = 0
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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_depth = 100 + 5 * self.level ** 2
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self.camera = Camera(self.player)
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self.camera = Camera(self.player)
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@@ -105,6 +112,22 @@ class GameLoop(Room):
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def get_obstacle_slice(self):
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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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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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def draw_water(self):
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# bookwater
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# bookwater
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@@ -161,7 +184,7 @@ class GameLoop(Room):
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# Generate new entities as needed
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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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if abs(self.player.y) < abs(self.finish_depth):
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self.entities |= update_entities(self.entities, 5, self.player.ysub, self.player.prev_y)
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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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else:
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self.entities.clear()
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self.entities.clear()
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@@ -177,17 +200,24 @@ class GameLoop(Room):
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'score': self.score,
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'score': self.score,
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'level': self.level + 1
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'level': self.level + 1
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}
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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.entities -= to_remove
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self.score = int(abs(self.player.y) * 10)
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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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# finish level
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if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
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if self.player.y > self.finish_depth + 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.level += 1
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self.start({})
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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(0)
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thumby.display.fill(0)
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self.draw_sky()
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# Draw the entities
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# Draw the entities
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for entity in self.entities:
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for entity in self.entities:
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entity.render(tpf, self.camera)
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entity.render(tpf, self.camera)
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@@ -2,6 +2,27 @@ from collections import namedtuple
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SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"])
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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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# BITMAP: width: 8, height: 8
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skull = SpriteImage(
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skull = SpriteImage(
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bytearray([0,28,102,126,38,30,28,0]),
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bytearray([0,28,102,126,38,30,28,0]),
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@@ -4,3 +4,4 @@ ROOM_START = 0
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ROOM_MAIN = 1
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ROOM_MAIN = 1
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ROOM_END = 2
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ROOM_END = 2
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ROOM_NEXT = -1
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ROOM_NEXT = -1
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22
sprites.py
22
sprites.py
@@ -5,7 +5,7 @@ import thumby
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from Games.Throot.map import ObstacleSlice
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from Games.Throot.map import ObstacleSlice
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from Games.Throot.player import Player, Camera
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from Games.Throot.player import Player, Camera
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from Games.Throot.artrepository import OBSTACLES
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from Games.Throot.artrepository import *
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class Entity:
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class Entity:
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"""
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"""
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@@ -67,7 +67,7 @@ class Entity:
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True if the game should keep this entity, false if the game should drop
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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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this entity from memory.
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"""
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"""
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return False
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return True
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def render(self, tpf: float, camera: Camera) -> bool:
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def render(self, tpf: float, camera: Camera) -> bool:
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"""
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"""
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@@ -97,6 +97,14 @@ class Obstacle(Entity):
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def update(self, tpf: float, player: Player, camera: Camera) -> bool:
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def update(self, tpf: float, player: Player, camera: Camera) -> bool:
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return True
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return True
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class Collectible(Entity):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.score = 'score' in kwargs and kwargs['score'] or 10
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def update(self, tpf: float, player: Player, camera: Camera) -> bool:
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return True
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def update_entities(entities, difficulty: int, 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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"""
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@@ -125,6 +133,14 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
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spawned = set()
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spawned = set()
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max_spawned = randrange(0, difficulty + 1)
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max_spawned = 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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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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if random() < 0.2:
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Clazz = Collectible
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if current_depth >= 0:
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sprite_image = collectibleunder
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else:
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sprite_image = collectibleover
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else:
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Clazz = Obstacle
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sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
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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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if sprite_image.width >= thumby.display.width:
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x = 0
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x = 0
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@@ -142,5 +158,5 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
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break
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break
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if not error:
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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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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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spawned.add(Clazz(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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return spawned
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Reference in New Issue
Block a user