3 Commits

Author SHA1 Message Date
Neal Finger
bf910238b9 level complete
water animations and start new level
2023-02-05 14:05:23 -07:00
William Hubbard
e03d74be36 Adds rooms constants
Forgot to commit this.
2023-02-05 13:09:30 -07:00
William Hubbard
2c4584e05b Merge pull request #8 from Markil3/end-game
Adds an end screen.
2023-02-05 11:43:38 -07:00
4 changed files with 70 additions and 5 deletions

View File

@@ -7,12 +7,14 @@ import Games.Throot.map
import Games.Throot.sprites import Games.Throot.sprites
from random import randrange from random import randrange
from Games.Throot.artrepository import OBSTACLES from Games.Throot.artrepository import *
from Games.Throot.player import Player from Games.Throot.player import Player
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import Obstacle, update_entities from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.constants import * from Games.Throot.constants import *
class GameManager: class GameManager:
def __init__(self, *rooms): def __init__(self, *rooms):
self.rooms = rooms self.rooms = rooms
@@ -85,6 +87,10 @@ class GameLoop(Room):
self.player = Player() self.player = Player()
self.score = 0 self.score = 0
self.level = 0
self.finish_depth = 0
self.waterx = float(0)
def start(self, event): def start(self, event):
self.current_depth = 0 self.current_depth = 0
@@ -92,9 +98,45 @@ class GameLoop(Room):
self.current_obstacle_slice = OBSTACLE_SLICES[0] self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player() self.player = Player()
self.score = 0 self.score = 0
self.finish_depth = 100 + 5 * self.level ** 2
def get_obstacle_slice(self): def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))] return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
def draw_water(self):
# bookwater
# exit if depth is less than 2 screens of the finish depth
if self.current_depth + thumby.display.height * 2 < self.finish_depth:
return
self.waterx += sprite_water.width / CONST_FPS
if self.waterx > sprite_water.width:
self.waterx = 0
to_screeny = int(thumby.display.height - self.current_depth)
# water surface.
for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
thumby.display.blit(
sprite_water[0],
(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
self.finish_depth - sprite_water.height + to_screeny, sprite_water.width, sprite_water.height,
0, 0, 0
)
# water below surface
thumby.display.drawFilledRectangle(
0, self.finish_depth + to_screeny,
thumby.display.width, self.finish_depth + thumby.display.height * 3,
1,
)
# win text
if self.current_depth > self.finish_depth + (thumby.display.height // 2):
thumby.display.drawText('water reach!', 0, thumby.display.height // 2, 0)
def update(self, tpf): def update(self, tpf):
""" """
@@ -128,20 +170,31 @@ class GameLoop(Room):
if isinstance(entity, Obstacle): if isinstance(entity, Obstacle):
return { return {
'room': ROOM_END, 'room': ROOM_END,
'score': self.score 'score': self.score,
'level': self.level + 1
} }
self.entities -= to_remove self.entities -= to_remove
self.score = int(self.current_depth * 10) self.score = int(self.current_depth * 10)
# finish level
if self.current_depth > self.finish_depth + int(thumby.display.height * 1.5):
self.level += 1
self.start({})
thumby.display.fill(0) thumby.display.fill(0)
# Draw the entities # Draw the entities
for entity in self.entities: for entity in self.entities:
entity.render(tpf, self.current_depth, prev_depth) entity.render(tpf, self.current_depth, prev_depth)
self.draw_water()
self.player.update_draw(self.player.y) self.player.update_draw(self.player.y)
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1) thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
class EndRoom(Room): class EndRoom(Room):
def __init__(self): def __init__(self):
self.score = 0 self.score = 0

View File

@@ -175,4 +175,11 @@ Doritoobstaclelvl5 = SpriteImage(
30 30
) )
OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5] sprite_water = SpriteImage(
bytearray([224,240,240,248,252,248,240,240]),
None,
8,
8
)
OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]

View File

@@ -1 +1,6 @@
CONST_FPS = 60 CONST_FPS = 60
ROOM_START = 0
ROOM_MAIN = 1
ROOM_END = 2
ROOM_NEXT = -1

View File

@@ -123,7 +123,7 @@ class PlayerAnimation:
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange: # if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
# return # return
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE: if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.POS_RANGE):
return return
### get new position ### get new position