Compare commits
10 Commits
build_upda
...
title_scre
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b743e61b10 |
81
Throot.py
81
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.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 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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@@ -46,6 +46,9 @@ class GameManager:
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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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@@ -64,17 +67,37 @@ class RoomTitle(Room):
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}
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# draw title sprite
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title_text = 'press a to start'
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#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
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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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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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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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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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@@ -91,19 +114,42 @@ class GameLoop(Room):
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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.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.camera = Camera(self.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 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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@@ -161,7 +207,7 @@ class GameLoop(Room):
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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, 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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self.entities.clear()
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@@ -177,17 +223,24 @@ class GameLoop(Room):
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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.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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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.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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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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BIN
ThrootTitle.bmp
Normal file
BIN
ThrootTitle.bmp
Normal file
Binary file not shown.
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After Width: | Height: | Size: 114 KiB |
BIN
ThrootTitleSingleFrame.bmp
Normal file
BIN
ThrootTitleSingleFrame.bmp
Normal file
Binary file not shown.
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After Width: | Height: | Size: 3.0 KiB |
@@ -2,6 +2,27 @@ 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([0,28,102,126,38,30,28,0]),
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@@ -182,4 +203,25 @@ sprite_water = SpriteImage(
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8
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)
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OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]
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sprite_title = SpriteImage(
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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]),
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None,
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72,
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40
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)
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sprite_buttona1 = SpriteImage(
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bytearray([60,98,221,203,203,221,98,60]),
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None,
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8,
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8
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)
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sprite_buttona2 = SpriteImage(
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bytearray([56,68,186,150,150,186,68,56]),
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None,
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8,
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8
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)
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OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]
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@@ -4,3 +4,4 @@ ROOM_START = 0
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ROOM_MAIN = 1
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ROOM_END = 2
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ROOM_NEXT = -1
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48
player.py
48
player.py
@@ -103,8 +103,8 @@ class Camera:
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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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# width and height of range bounding box must be odd
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RANDOM_RANGE = int(5)
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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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@@ -115,26 +115,6 @@ class PlayerAnimation:
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self.debugposrange = self.POS_RANGE
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def update_phys(self, plworldx, plworldy, camera):
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#print(plworldx, plworldy, plscreeny, current_depth)
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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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@@ -142,23 +122,6 @@ class PlayerAnimation:
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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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@@ -168,20 +131,13 @@ class PlayerAnimation:
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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 not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]):
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self.poslist.pop(0)
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#print(len(self.poslist))
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def update_draw(self, camera, isdecend=1):
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### draw line from first position to next
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#print(topleft)
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for i in range(len(self.poslist) - 1):
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x1, y1 = camera.relative_to_camera(self.poslist[i][self.POS_X], self.poslist[i][self.POS_Y])
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x2, y2 = camera.relative_to_camera(self.poslist[i + 1][self.POS_X], self.poslist[i + 1][self.POS_Y])
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24
sprites.py
24
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.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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"""
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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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this entity from memory.
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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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"""
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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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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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"""
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@@ -125,7 +133,15 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
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spawned = set()
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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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sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
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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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if sprite_image.width >= thumby.display.width:
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x = 0
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else:
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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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if not error:
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sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
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spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
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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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Reference in New Issue
Block a user