12 Commits

Author SHA1 Message Date
Neal Finger
3c41ef7535 Merge pull request #14 from Markil3/player-animation-update
Update player.py
2023-02-12 13:30:00 -07:00
Neal Finger
09870bfa81 Update player.py
bug fix
2023-02-12 13:29:38 -07:00
Neal Finger
c37d9d9911 Merge pull request #13 from Markil3/player-animation-update
Player animation update
2023-02-12 13:25:32 -07:00
Neal Finger
f34883b84f smooth root render
-root will always draw a line to the player position.  This makes the root growing animation look smoother and show the exact player position.
-dpad up toggles this
-button b toggles the debug render
2023-02-12 13:21:21 -07:00
Neal Finger
00f03652eb player movement
-input class rough draft
-use of time per frame for x movement
-y speed needed to be halved for some reason
-animation line drawing starts from player then moves outward to prepare for storing more points than can fit on the screen (scrolling up after complete stage)
2023-02-12 12:24:06 -07:00
Neal Finger
81bce7fe63 Update player.py
player root animation grows based on distance not just the y value

refactor the PlayerAnimation class
2023-02-11 14:10:35 -07:00
Neal Finger
5d3f661411 Merge pull request #12 from Markil3/title_screen
Title screen
2023-02-05 16:16:17 -07:00
Neal Finger
bcd3715a9e Merge branch 'master' into title_screen 2023-02-05 16:16:09 -07:00
Neal Finger
6c05beaba0 thing
desc
2023-02-05 16:14:45 -07:00
William Hubbard
77fd56b7b8 Merge branch 'master' into collectibles 2023-02-05 16:10:55 -07:00
Neal Finger
5acb279226 title screen
sprite, player root animation calm down
2023-02-05 15:59:55 -07:00
William Hubbard
51be611e2f Merge pull request #11 from Markil3/collectibles
Collectibles
2023-02-05 15:57:53 -07:00
5 changed files with 182 additions and 116 deletions

View File

@@ -46,6 +46,9 @@ class GameManager:
class Room: class Room:
def __init__(self):
self.ind_button = 0
def start(self, event): def start(self, event):
t0 = time.ticks_ms() # Get time (ms) t0 = time.ticks_ms() # Get time (ms)
thumby.display.fill(0) # Fill canvas to black thumby.display.fill(0) # Fill canvas to black
@@ -64,17 +67,37 @@ class RoomTitle(Room):
} }
# draw title sprite # draw title sprite
title_text = 'press a to start' #thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
chr_len = 5 thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
x = int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2)) -1, 0, 0)
y = int(round(thumby.display.height / 2 - chr_len / 2))
# title text
chrx = 5
chry = 7
buff = 2 buff = 2
w = chr_len * len(title_text) + buff
h = chr_len + buff x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
thumby.display.drawFilledRectangle(x - buff, y - buff, w, h, 1) y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
thumby.display.drawText(title_text, x, y, 0)
w = chrx * 6 + buff
h = chry + buff
thumby.display.drawFilledRectangle(x - buff, y - buff, w, h * 2 + buff, 0)
#thumby.display.drawText('press a', x, y, 0)
thumby.display.drawText('start', x, y, 1)
spr_b = thumby.Sprite(sprite_buttona1.width, sprite_buttona1.height, sprite_buttona1.image + sprite_buttona2.image, 2, 40 - 8,
-1, 0, 0)
# thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
# -1, 0, 0)
self.ind_button = (self.ind_button + 1) % (2 * CONST_FPS)
spr_b.setFrame(self.ind_button // (2 * CONST_FPS))
#print(self.ind_button // CONST_FPS)
thumby.display.drawSprite(spr_b)
class GameLoop(Room): class GameLoop(Room):
def __init__(self): def __init__(self):

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@@ -203,4 +203,25 @@ sprite_water = SpriteImage(
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] OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]

238
player.py
View File

@@ -2,19 +2,26 @@ import time
import thumby import thumby
import math import math
import random import random
from collections import namedtuple
from Games.Throot.constants import CONST_FPS from Games.Throot.constants import CONST_FPS
# didplay width 72 # didplay width 72
# display height 40 # display height 40
# constants class Input:
CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height) def move_right(self):
return (
thumby.buttonA.pressed() or
thumby.buttonR.pressed()
)
def move_left(self):
return thumby.buttonL.pressed()
inp = Input()
CONST_INP_MOVE_LEFT = thumby.buttonL ### classes
CONST_INP_MOVE_RIGHT = thumby.buttonA
# classes
class Player: class Player:
def __init__(self): def __init__(self):
self.prev_x = 0 self.prev_x = 0
@@ -24,61 +31,74 @@ class Player:
self.x = int(self.xsub) self.x = int(self.xsub)
self.y = int(self.ysub) self.y = int(self.ysub)
self.movespeed = 32 / CONST_FPS
self.isdecend = 1 self.isdecend = 1
self.xspeed = 32 / CONST_FPS self.input_x = float(0)
self.yspeed = 32
self.accx = 1 / (CONST_FPS * 4) # constants
self.accaccx = self.accx 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)
self.anim = PlayerAnimation(self.x, self.y)
self.debugvisible = False
def update_phys(self, tpf, camera: Camera): def update_phys(self, tpf, camera: Camera):
# prevoius sub pixel position
self.prev_x = self.xsub self.prev_x = self.xsub
self.prev_y = self.ysub self.prev_y = self.ysub
inp = int(0)
if CONST_INP_MOVE_LEFT.pressed():
inp -= 1
if CONST_INP_MOVE_RIGHT.pressed():
inp += 1
# debug visible
if thumby.buttonU.pressed():
self.debugvisible = not self.debugvisible
### x movement ### x movement
self.xspeed += self.accx
self.accx += self.accaccx
if (inp == 0) and (self.xspeed > self.movespeed): # x input
self.xspeed = self.movespeed if inp.move_left() and (not inp.move_right()):
self.accx = self.accaccx 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
xx = self.xsub + inp * self.xspeed # acceleration and jerk
self.speed_x += self.acc_x * tpf
self.acc_x += self.jerk_x * tpf
# clamp to screen # limit speed
self.xsub = max(min(xx, thumby.display.width - 1), 0) 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 ### y movement
self.ysub += self.yspeed * tpf # 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 ### pixel positions
self.x = int(self.xsub) self.x = int(self.xsub)
self.y = int(self.ysub) self.y = int(self.ysub)
# animation ### animation physics
self.anim.update_phys(self.x, self.y, camera) self.anim.update_phys(camera)
def update_draw(self, camera): def update_draw(self, camera):
# debug draw ### animation render
if self.debugvisible:
pix_x, pix_y = camera.relative_to_camera(self.x, self.y)
thumby.display.setPixel(int(pix_x), int(pix_y), self.isdecend)
# animation
self.anim.update_draw(camera, self.isdecend) self.anim.update_draw(camera, self.isdecend)
@@ -101,90 +121,92 @@ class Camera:
# position player # position player
self.y = self.target.y + self.offset self.y = self.target.y + self.offset
class PlayerAnimation: class PlayerAnimation:
# width and height of range bounding box MAX_ROOT_OFFSET = int(4)
RANDOM_RANGE = int(7)
POS_RANGE = int(3)
POS_X = int(0)
POS_Y = int(1)
def __init__(self, plworldx, plworldy): MAX_GROW_DISTANCE = int(6)#int(3)
self.poslist = [(plworldx, plworldy)] MIN_GROW_DISTANCE = int(2)
self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_RANGE
def update_phys(self, plworldx, plworldy, camera): Point = namedtuple("Point", ["x", "y"])
def __init__(self, player):
self.player = player
#print(plworldx, plworldy, plscreeny, current_depth) self.root_offset = self.MAX_ROOT_OFFSET
self.grow_distance = self.MAX_GROW_DISTANCE
### exit if player y pos less than random range self.points = []
# # debug change random range self.add_point()
# inp = int(0)
# if thumby.buttonD.justPressed(): self.debug_visible = False
# inp -= 1 self.debug_exact = True
# if thumby.buttonU.justPressed():
# inp += 1 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
# if inp != 0: # debug exact
# self.debugposrange = max(self.debugposrange + inp * 2, 1) if thumby.buttonU.justPressed():
# print('debugposrange: ', self.debugposrange) self.debug_exact = not self.debug_exact
# # if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.debugposrange): # exit if distance from player to last root point is less than gorw distance
# # return dist_sqr = (
(self.player.x - self.points[-1].x) ** 2 +
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange: (self.player.y - self.points[-1].y) ** 2
# return
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE:
return
### get new position
rad = self.RANDOM_RANGE // 2
# # debug change random range
# inp = int(0)
# if thumby.buttonB.justPressed():
# inp -= 1
# if thumby.buttonA.justPressed():
# inp += 1
# if inp != 0:
# self.debugrandomrange = max(self.debugrandomrange + inp * 2, 1)
# print('debugrandomrange:', self.debugrandomrange)
# rad = max(self.debugrandomrange // 2, 1)
# vector int
# self.poslist.append((plworldx + random.randrange(-rad, rad),
# plworldy + random.randrange(-rad, rad)))
# move last pos
self.poslist[-1] = (
plworldx + random.randrange(-rad, rad),
plworldy + random.randrange(-rad, rad)
) )
# new pos is perfectly on player if dist_sqr < self.grow_distance ** 2:
self.poslist.append((plworldx, plworldy)) return
# # debug # set new grow distance
# self.poslist.append((plworldx, plworldy)) self.grow_distance = random.randint(self.MIN_GROW_DISTANCE, self.MAX_GROW_DISTANCE)
### remove the fist item in the list if its full line is off screen # offset last root point to look random
if not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]): self.points[-1] = self.Point(
self.poslist.pop(0) 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
#print(len(self.poslist)) self.points.pop(0)
def update_draw(self, camera, isdecend=1): def update_draw(self, camera, isdecend=1):
### draw line from first position to next # 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
#print(topleft) # root always reaches player position
if self.debug_exact:
for i in range(len(self.poslist) - 1): x1, y1 = camera.relative_to_camera(self.player.x, self.player.y)
x1, y1 = camera.relative_to_camera(self.poslist[i][self.POS_X], self.poslist[i][self.POS_Y]) x2, y2 = camera.relative_to_camera(self.points[-1].x, self.points[-1].y)
x2, y2 = camera.relative_to_camera(self.poslist[i + 1][self.POS_X], self.poslist[i + 1][self.POS_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( thumby.display.drawLine(
int(x1), int(x1),
int(y1), int(y1),