3 Commits

Author SHA1 Message Date
William Hubbard
5967359e70 Refines the difficulty curve. 2023-02-05 10:30:42 -07:00
William Hubbard
81822ee80a Merge branch 'master' into random-obstacles 2023-02-05 09:45:32 -07:00
William Hubbard
3c6e070716 Changes the obstacle generation system.
More random, less level design needed.
2023-02-05 09:40:18 -07:00
3 changed files with 27 additions and 21 deletions

View File

@@ -109,7 +109,7 @@ class GameLoop(Room):
self.player.update_phys(self.current_depth, prev_depth) self.player.update_phys(self.current_depth, prev_depth)
# Generate new entities as needed # Generate new entities as needed
self.entities |= update_entities(self.current_obstacle_slice, self.current_depth, prev_depth) self.entities |= update_entities(self.entities, 5, self.current_depth, prev_depth)
# Updates the entities # Updates the entities
to_remove = set() to_remove = set()

View File

@@ -122,7 +122,8 @@ bigdoritoobstacle = SpriteImage(
) )
# BITMAP: width: 16, height: 16 # BITMAP: width: 16, height: 16
leaf = SpriteImage( 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, None,
16, 16,
16 16
@@ -174,4 +175,4 @@ Doritoobstaclelvl5 = SpriteImage(
30 30
) )
OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv, leaf,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5] OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]

View File

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