25 Commits

Author SHA1 Message Date
Neal Finger
15d86a7391 general update
merge water, update game loop
2023-02-05 14:59:08 -07:00
Neal Finger
05d5734c66 Merge pull request #9 from Markil3/negative-scroll
Cleans up the scrolling code
2023-02-05 14:12:45 -07:00
William Hubbard
8d90129dbd Merge branch 'master' into negative-scroll 2023-02-05 14:04:52 -07:00
William Hubbard
05dd0a1cfd Fixes some debug code. 2023-02-05 14:04:42 -07:00
William Hubbard
518bf5f5e6 Fixes collision code. 2023-02-05 13:58:32 -07:00
William Hubbard
e03d74be36 Adds rooms constants
Forgot to commit this.
2023-02-05 13:09:30 -07:00
William Hubbard
b80c215d98 Sets the depth to be handled by the player
Just a lot simpler.
2023-02-05 13:09:05 -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
William Hubbard
a4e87421bb Fixes the leaf 2023-02-05 11:23:00 -07:00
William Hubbard
e73eb5a765 Adds an end screen. 2023-02-05 11:17:30 -07:00
William Hubbard
ad4a5de10e Fixes a few art assets 2023-02-05 09:45:20 -07:00
William Hubbard
e25a5dd9cc Adds the rest of the art assets. 2023-02-05 08:50:30 -07:00
CostaRic
15e3c33c87 Merge branch 'master' of https://github.com/Markil3/Throot 2023-02-04 23:31:30 -07:00
CostaRic
9dd1c7df90 Update ThrootArtAssets.py
aupdted Throot Art Asset Library
2023-02-04 23:31:24 -07:00
Neal Finger
df4fd1228e Merge pull request #7 from Markil3/player_animation_fix
take out print
2023-02-04 23:21:14 -07:00
Neal Finger
176d89ea14 take out print
take out print
2023-02-04 23:20:57 -07:00
Neal Finger
6cd766a848 Merge pull request #6 from Markil3/player_animation_fix
player animation fix
2023-02-04 22:59:17 -07:00
Neal Finger
4b8eb17ba1 player animation fix
edited throop, player
2023-02-04 22:58:07 -07:00
William Hubbard
f2c7f19d96 Merge pull request #5 from Markil3/subpixel-collisions
Adds sub-pixel collisions
2023-02-04 22:21:16 -07:00
William Hubbard
ce1436b1c2 Adds sub-pixel collisions 2023-02-04 22:11:39 -07:00
CostaRic
8ad6236ff7 Create flowerpetal.raw
flowerpetal.raw added to repository
2023-02-04 20:50:55 -07:00
CostaRic
d0cf8f2a20 Throot Art asset update Added ThrootTiltle.raw to repository
Throot Art asset update

Added ThrootTiltle.raw to repository
2023-02-04 20:48:59 -07:00
William Hubbard
6004a54e9f Merge branch 'master' of https://github.com/Markil3/Throot 2023-02-04 20:26:44 -07:00
Neal Finger
c668a68097 Merge pull request #4 from Markil3/game_manager
Game Manager
2023-02-04 20:25:25 -07:00
William Hubbard
11667a1b92 Adds a score system 2023-02-04 18:56:46 -07:00
7 changed files with 296 additions and 111 deletions

150
Throot.py
View File

@@ -7,15 +7,15 @@ 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.player import Player from Games.Throot.artrepository import *
from Games.Throot.player import Player, Camera
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import update_entities from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.constants import CONST_FPS from Games.Throot.constants import *
class GameManager: class GameManager:
EVENT_ROOM_CHANGE = {'start': 0, 'main': 1, 'end': 2, 'next': -1}
def __init__(self, *rooms): def __init__(self, *rooms):
self.rooms = rooms self.rooms = rooms
self.room_index = 0 self.room_index = 0
@@ -24,13 +24,14 @@ class GameManager:
# Set the FPS (without this call, the default fps is 30) # Set the FPS (without this call, the default fps is 30)
thumby.display.setFPS(CONST_FPS) thumby.display.setFPS(CONST_FPS)
def room_goto(self, index): def room_goto(self, event):
index = event['room']
if index < 0: if index < 0:
self.room_index = min(self.room_index + 1, len(self.rooms)) self.room_index = min(self.room_index + 1, len(self.rooms))
else: else:
self.room_index = index self.room_index = index
self.rooms[self.room_index].start() self.rooms[self.room_index].start(event)
def restart(self): def restart(self):
self.room_index = 0 self.room_index = 0
@@ -41,11 +42,11 @@ class GameManager:
thumby.display.update() thumby.display.update()
if event: if event:
self.room_goto(self.EVENT_ROOM_CHANGE[event]) self.room_goto(event)
class Room: class Room:
def start(self): 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
@@ -58,7 +59,9 @@ class RoomTitle(Room):
super().update(tpf) super().update(tpf)
if thumby.inputPressed(): if thumby.inputPressed():
return 'main' return {
'room': ROOM_MAIN
}
# draw title sprite # draw title sprite
title_text = 'press a to start' title_text = 'press a to start'
@@ -75,49 +78,148 @@ class RoomTitle(Room):
class GameLoop(Room): class GameLoop(Room):
def __init__(self): def __init__(self):
self.current_depth = 0
self.diving_velocity = 10 self.diving_velocity = 10
self.diving_accel = 0 self.diving_accel = 0
self.current_obstacle_slice = OBSTACLE_SLICES[0] self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.entities = set() self.entities = set()
self.player = None
self.camera = None
self.score = 0
self.level = 0
self.finish_depth = 0
self.waterx = float(0)
def start(self, event):
self.entities.clear()
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player() self.player = Player()
self.player.yspeed = 10
self.score = 0
self.finish_depth = 100 + 5 * self.level ** 2
self.camera = Camera(self.player)
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.player.y + thumby.display.height < self.finish_depth:
return
self.waterx += sprite_water.width / CONST_FPS
if self.waterx > sprite_water.width:
self.waterx = 0
# water surface.
for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
x, y = self.camera.relative_to_camera(
(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
self.finish_depth
)
thumby.display.blit(
sprite_water[0],
int(x), int(y),
sprite_water.width, sprite_water.height,
0,
0, 0
)
# water below surface
x, y = self.camera.relative_to_camera(
0,
self.finish_depth
)
thumby.display.drawFilledRectangle(
int(x), int(y) + sprite_water.height,
thumby.display.width, self.finish_depth + thumby.display.height * 3,
1,
)
# win text
if self.player.y > self.finish_depth + (thumby.display.height // 2):
thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0)
thumby.display.drawText(f' stage {self.level + 1}', 0, thumby.display.height // 4 + 9, 0)
def update(self, tpf): def update(self, tpf):
""" """
Executes one tick of the game Executes one tick of the game
""" """
super().update(tpf) super().update(tpf)
prev_depth = self.current_depth
self.diving_velocity += self.diving_accel * tpf
self.current_depth += self.diving_velocity * tpf
if self.current_depth % ObstacleSlice.height < prev_depth % ObstacleSlice.height: self.player.update_phys(tpf, self.camera)
self.current_obstacle_slice = self.get_obstacle_slice()
self.camera.update_phys()
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) if abs(self.player.y) < abs(self.finish_depth):
self.entities |= update_entities(self.entities, 5, self.player.ysub, self.player.prev_y)
else:
self.entities.clear()
# Updates the entities # Updates the entities
to_remove = set() to_remove = set()
for entity in self.entities: for entity in self.entities:
if not entity.update(tpf, self.current_depth, prev_depth): if not entity.update(tpf, self.player, self.camera) or abs(entity.y - self.player.y) > self.camera.height * 1.5:
to_remove.add(entity) to_remove.add(entity)
elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
if isinstance(entity, Obstacle):
return {
'room': ROOM_END,
'score': self.score,
'level': self.level + 1
}
self.entities -= to_remove self.entities -= to_remove
self.score = int(abs(self.player.y) * 10)
# finish level
if self.player.y > 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.camera)
self.player.update_draw(self.current_depth, prev_depth) self.player.update_draw(self.camera)
self.draw_water()
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
class EndRoom(Room):
def __init__(self):
self.score = 0
def start(self, event):
self.score = event['score']
# Used to make sure that we aren't triggering from input mean't for the game.
self.still_pressed = thumby.inputPressed()
def update(self, tpf):
if not thumby.inputPressed():
self.still_pressed = False
elif not self.still_pressed and thumby.inputPressed():
return {
'room': ROOM_START
}
thumby.display.fill(0)
thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1)
thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
def main(): def main():
game = GameManager(RoomTitle(), GameLoop()) game = GameManager(RoomTitle(), GameLoop(), EndRoom())
game.start() game.start()
prev_time = 0 prev_time = 0

BIN
ThrootTitle.raw Normal file

Binary file not shown.

View File

@@ -4,28 +4,21 @@ SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"
# BITMAP: width: 8, height: 8 # BITMAP: width: 8, height: 8
skull = SpriteImage( skull = SpriteImage(
bytearray([227,29,102,126,38,222,221,227]), bytearray([0,28,102,126,38,30,28,0]),
None, None,
8, 8,
8 8
) )
# BITMAP: width: 8, height: 8 # BITMAP: width: 8, height: 8
pizza = SpriteImage( pizza = SpriteImage(
bytearray([127,63,95,111,87,107,125,0]), bytearray([0,0,64,96,80,104,124,0]),
None, None,
8, 8,
8 8
) )
# BITMAP: width: 10, height: 10 # BITMAP: width: 10, height: 10
boulder = SpriteImage( boulder = SpriteImage(
bytearray([31,175,119,183,107,251,115,7,15,31,3,2,1,0,1,0,0,0,0,2]), bytearray([224,80,136,72,148,4,140,248,240,224,0,1,2,3,2,3,3,3,3,1]),
None,
10,
10
)
# BITMAP: width: 10, height: 10
ball = SpriteImage(
bytearray([135,43,85,170,124,254,122,229,123,135,3,3,2,0,1,0,1,2,3,3]),
None, None,
10, 10,
10 10
@@ -39,28 +32,21 @@ ball = SpriteImage(
) )
# BITMAP: width: 10, height: 10 # BITMAP: width: 10, height: 10
steve = SpriteImage( steve = SpriteImage(
bytearray([0,240,252,92,188,188,92,252,240,0,0,1,1,0,0,0,0,1,1,0]), bytearray([255,1,225,249,185,121,121,185,249,225,1,255,15,8,11,11,8,9,9,8,11,11,8,15]),
None, None,
10, 12,
10 12
) )
# BITMAP: width: 11, height: 8 # BITMAP: width: 11, height: 8
spaceinv = SpriteImage( spaceinv = SpriteImage(
bytearray([143,231,130,73,67,195,67,73,130,231,143]), bytearray([112,24,125,182,188,60,188,182,125,24,112,7,152,125,54,60,60,60,54,125,152,7]),
None,
11,
8
)
# BITMAP: width: 11, height: 8
spaceinv2 = SpriteImage(
bytearray([248,103,130,201,195,195,195,201,130,103,248]),
None, None,
11, 11,
8 8
) )
# BITMAP: width: 11, height: 8 # BITMAP: width: 11, height: 8
mathroot = SpriteImage( mathroot = SpriteImage(
bytearray([255,255,239,207,159,63,1,193,249,249,255]), bytearray([0,0,16,48,96,192,254,62,6,6,0]),
None, None,
11, 11,
8 8
@@ -68,69 +54,132 @@ mathroot = SpriteImage(
#/ = bytearray([255,255,239,239,72,10,192,10,72,239,239]) #/ = bytearray([255,255,239,239,72,10,192,10,72,239,239])
# BITMAP: width: 11, height: 8 # BITMAP: width: 11, height: 8
robot = SpriteImage( robot = SpriteImage(
bytearray([255,255,239,239,72,10,192,10,72,239,239]), bytearray([0,16,16,183,245,63,245,183,16,16,0]),
None, None,
11, 11,
8 8
) )
# BITMAP: width: 11, height: 8 # BITMAP: width: 11, height: 8
dinoskull = SpriteImage( dinoskull = SpriteImage(
bytearray([240,246,246,245,238,237,219,221,235,247,255]), bytearray([15,9,9,10,17,18,36,34,20,8,0]),
None, None,
11, 11,
8 8
) )
# BITMAP: width: 11, height: 8 # BITMAP: width: 11, height: 8
dinojaw = SpriteImage( dinojaw = SpriteImage(
bytearray([193,190,190,62,118,242,126,249,87,239,31]), bytearray([62,65,65,193,137,13,129,6,168,16,224]),
None, None,
11, 11,
8 8
) )
# BITMAP: width: 11, height: 8 # BITMAP: width: 11, height: 8
dinospine = SpriteImage( dinospine = SpriteImage(
bytearray([199,187,215,187,199,199,187,215,187,199,255]), bytearray([56,68,40,68,56,56,68,40,68,56,0]),
None, None,
11, 11,
8 8
) )
# BITMAP: width: 11, height: 8 # BITMAP: width: 11, height: 8
bone = SpriteImage( bone = SpriteImage(
bytearray([215,171,187,215,215,215,215,215,187,171,215]), bytearray([40,84,68,40,40,40,40,40,68,84,40]),
None, None,
11, 11,
8 8
) )
# BITMAP: width: 70, height: 40 # BITMAP: width: 70, height: 40
bigdinohead = SpriteImage( bigdinohead = SpriteImage(
bytearray([255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,127,127,127,127,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,231,193,157,124,254,118,243,243,225,225,243,159,158,140,253,153,243,247,207,159,63,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,249,250,247,246,244,245,243,245,243,245,243,245,243,245,251,253,254,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255]), bytearray([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,128,128,128,128,128,128,128,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,24,62,98,131,1,137,12,12,30,30,12,96,97,115,2,102,12,8,48,96,192,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,6,5,8,9,11,10,12,10,12,10,12,10,12,10,4,2,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]),
None, None,
70, 70,
40 40
) )
# BITMAP: width: 70, height: 40 # BITMAP: width: 70, height: 40
bigboneddiag = SpriteImage( bigboneddiag = SpriteImage(
bytearray([255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,63,223,223,63,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,252,251,251,251,247,239,222,189,123,247,239,223,191,127,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,254,241,239,239,243,251,251,252,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255]), bytearray([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,128,128,192,32,32,192,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
3,4,4,4,8,16,33,66,132,8,16,32,64,128,128,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,1,14,16,16,12,4,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]),
None, None,
70, 70,
40 40
) )
# BITMAP: width: 70, height: 40 # BITMAP: width: 70, height: 40
bigdoritoobstacle = SpriteImage( bigdoritoobstacle = SpriteImage(
bytearray([254,244,253,219,251,247,175,207,223,223,223,191,63,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,223,255,247,255,255,255,249,255,239,254,254,252,252,249,219,243,183,167,239,207,223,191,63,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,255,127,191,95,191,95,191,87,47,87,47,151,175,155,151,203,215,235,231,235,231,235,231,235,231,235,231,234,246,245,241,243,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,127,127,127,127,127,127,127,63,191,191,191,250,249,248,253,252,254,254,254,254,255,255,255,255,255,255,255,255,255,255,255,255,127,127,127,127,127,127,127,127,127,127,127,127,191,191,159,223,223,223,223,223,239,239,239,239,239,239,231,231,243,123,251,253,254,254,254,254,255,239,251,255,255,255,255,251,255,253,251,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,254,253,253,253,253,253,249,251,251,251,245,243,237,235,229,235,215,203,223,215,203,215,222,219,203,213,203,215,207,215,207,215,223,207,215,207,215,159,151,175,183,171,183,175,183,191,159,55,127]), bytearray([1,11,2,36,4,8,80,48,32,32,32,64,192,128,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,32,0,8,0,0,0,6,0,16,1,1,3,3,6,36,12,72,88,16,48,32,64,192,128,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,128,0,128,64,160,64,160,64,168,208,168,208,104,80,100,104,52,40,20,24,20,24,20,24,20,24,20,24,21,9,10,14,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,128,128,128,128,128,128,128,128,192,64,64,64,
5,6,7,2,3,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,128,128,128,128,128,128,128,128,128,128,128,128,64,64,96,32,32,32,32,32,16,16,16,16,16,16,24,24,12,132,4,2,1,1,1,1,0,16,4,0,0,0,0,4,0,2,4,1,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,6,4,4,4,10,12,18,20,26,20,40,52,32,40,52,40,33,36,52,42,52,40,48,40,48,40,32,48,40,48,40,96,104,80,72,84,72,80,72,64,96,200,128]),
None, None,
70, 70,
40 40
) )
# 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
) )
UNDERGROUND_OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle] annoydead = SpriteImage(
OVERGROUND_OBSTACLES = [spaceinv, spaceinv2, leaf] bytearray([0,240,214,236,54,190,214,238,212,254,248,240,224,192,192,128,128,128,128,240,0,
0,63,255,254,126,126,254,255,127,127,127,127,127,255,255,127,127,255,255,31,0,
0,0,1,0,0,0,3,1,0,0,0,0,0,3,1,0,0,1,0,0,0]),
None,
21,
19
)
OBSTACLES = UNDERGROUND_OBSTACLES + OVERGROUND_OBSTACLES flowerpetals = SpriteImage(
bytearray([0,0,0,0,0,0,0,0,0,0,0,0,0,0,240,252,254,254,254,254,252,248,
0,0,0,0,0,252,254,255,255,255,255,255,254,254,223,63,255,255,255,255,255,255,
0,224,248,252,252,252,255,255,255,247,239,239,223,255,255,255,255,255,251,255,255,255]),
None,
22,
24
)
flowerpetalanim = SpriteImage(
bytearray([255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,191,191,7,55,231,227,251,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,191,191,191,7,115,249,253,252,254,252,255,255,255,255,255,31,79,239,231,224,238,223,223,223,191,255,254,248,243,255,255,255,255,255,255,255,255,255,127,127,127,127,127,127,127,7,241,252,254,254,254,254,253,249,255,255,255,255,1,252,254,255,255,255,255,255,254,254,223,63,255,255,255,255,255,255,15,227,249,253,253,252,255,255,255,247,239,239,223,255,255,255,255,255,251,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,31,207,247,243,251,243,247,199,255,255,255,255,255,15,231,243,249,253,253,253,253,252,254,247,231,207,255,255,255,255,255,31,199,243,251,250,248,255,255,239,223,191,255,255,255,255,255,255,255,255,255,255]),
None,
22,
24
)
lvl4wall = SpriteImage(
bytearray([255,255,254,254,252,252,248,248,240,240,224,224,192,192,192,128,128,0,0,0,0,224,240,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,240,224,0,0,0,224,240,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,248,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,0,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,0,0,0,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,63,0,0,0,0,63,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,31,0,0,0,63,127,127,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,63,31,31,15,15,7,7,3,3,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]),
None,
72,
30
)
ballobstaclelvl3 = SpriteImage(
bytearray([0,0,0,0,0,0,0,0,192,224,240,240,248,252,252,252,254,254,254,254,254,254,252,252,252,248,240,240,224,192,0,0,0,0,0,0,0,0,0,0,192,224,240,240,248,252,252,252,254,254,254,254,254,254,252,252,252,248,240,240,224,192,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,240,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,254,240,0,0,0,0,240,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,254,240,0,0,0,0,0,0,0,0,0,0,0,0,3,31,63,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,31,3,0,0,0,0,3,31,63,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,63,31,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,3,3,7,15,15,15,31,31,31,31,31,31,15,15,15,7,3,3,1,0,0,0,0,0,0,0,0,0,0,0,0,1,3,3,7,15,15,15,31,31,31,31,31,31,15,15,15,7,3,3,1,0,0,0,0,0,0,0,0,0,0,0]),
None,
72,
30
)
Doritoobstaclelvl5 = SpriteImage(
bytearray([254,254,254,254,254,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,252,248,248,248,248,248,248,248,248,248,248,248,248,248,240,224,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,128,128,192,192,224,224,240,248,248,252,252,254,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,63,31,31,15,7,3,3,3,3,1,0,0,0,0,0,0,128,128,192,224,224,240,240,248,252,252,254,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,127,127,63,63,31,31,31,15,15,7,7,7,3,3,1,1,1,0,0,0,0,0,0,0,0,128,128,192,224,240,248,248,252,254,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,7,3,3,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15]),
None,
72,
30
)
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

1
flowerpetal.raw Normal file
View File

@@ -0,0 +1 @@
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View File

@@ -17,6 +17,8 @@ CONST_INP_MOVE_RIGHT = thumby.buttonA
# classes # classes
class Player: class Player:
def __init__(self): def __init__(self):
self.prev_x = 0
self.prev_y = 0
self.xsub = float(thumby.display.width / 2) self.xsub = float(thumby.display.width / 2)
self.ysub = float(0) self.ysub = float(0)
self.x = int(self.xsub) self.x = int(self.xsub)
@@ -26,14 +28,16 @@ class Player:
self.isdecend = 1 self.isdecend = 1
self.xspeed = 32 / CONST_FPS self.xspeed = 32 / CONST_FPS
self.yspeed = 32 / CONST_FPS self.yspeed = 32
self.accx = 1 / (CONST_FPS * 4) self.accx = 1 / (CONST_FPS * 4)
self.accaccx = self.accx self.accaccx = self.accx
self.anim = PlayerAnimation(self.x, self.y) self.anim = PlayerAnimation(self.x, self.y)
self.debugvisible = True self.debugvisible = False
def update_phys(self, current_depth, prev_depth): def update_phys(self, tpf, camera: Camera):
self.prev_x = self.xsub
self.prev_y = self.ysub
inp = int(0) inp = int(0)
if CONST_INP_MOVE_LEFT.pressed(): if CONST_INP_MOVE_LEFT.pressed():
inp -= 1 inp -= 1
@@ -58,35 +62,44 @@ class Player:
self.xsub = max(min(xx, thumby.display.width - 1), 0) self.xsub = max(min(xx, thumby.display.width - 1), 0)
### y movement ### y movement
self.ysub = current_depth - (thumby.display.height / 2)
self.ysub += self.yspeed * tpf
### 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
self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y) self.anim.update_phys(self.x, self.y, camera)
def update_draw(self, current_depth, prev_depth): def update_draw(self, camera):
# debug draw # debug draw
if self.debugvisible: if self.debugvisible:
pix_x = self.x pix_x, pix_y = camera.relative_to_camera(self.x, self.y)
pix_y = int(current_depth - self.y) thumby.display.setPixel(int(pix_x), int(pix_y), self.isdecend)
thumby.display.setPixel(pix_x, pix_y, self.isdecend)
# animation # animation
self.anim.update_draw(current_depth, prev_depth, self.isdecend) self.anim.update_draw(camera, self.isdecend)
class Camera: class Camera:
def __init__(self, target): def __init__(self, target):
self.x = int(0) self.x = int(0)
self.y = int(0) self.y = int(0)
self.width = thumby.display.width
self.height = thumby.display.height
self.offset = -self.height / 2
self.target = target self.target = target
def update_phys(self, plscreeny): def entity_in_camera(self, ent_x, ent_y, ent_width = 0, ent_height = 0) -> bool:
return ent_x + ent_width >= self.x and ent_y + ent_height >= self.y and ent_x < self.x + self.width and ent_y < self.y + self.height
def relative_to_camera(self, global_x, global_y):
return (global_x - self.x, global_y - self.y)
def update_phys(self):
# position player # position player
self.y = self.target.y - plscreeny self.y = self.target.y + self.offset
class PlayerAnimation: class PlayerAnimation:
@@ -101,7 +114,9 @@ class PlayerAnimation:
self.debugrandomrange = self.RANDOM_RANGE self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_RANGE self.debugposrange = self.POS_RANGE
def update_phys(self, plworldx, plworldy, plscreeny): def update_phys(self, plworldx, plworldy, camera):
#print(plworldx, plworldy, plscreeny, current_depth)
### exit if player y pos less than random range ### exit if player y pos less than random range
# # debug change random range # # debug change random range
@@ -157,19 +172,23 @@ class PlayerAnimation:
# self.poslist.append((plworldx, plworldy)) # self.poslist.append((plworldx, plworldy))
### remove the fist item in the list if its full line is off screen ### remove the fist item in the list if its full line is off screen
#if self.poslist[1][self.POS_Y] < plworldy - plscreeny: if not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]):
# self.poslist.pop(0) self.poslist.pop(0)
#print(len(self.poslist)) #print(len(self.poslist))
def update_draw(self, current_depth, prev_depth, isdecend=1): def update_draw(self, camera, isdecend=1):
### draw line from first position to next ### draw line from first position to next
#print(topleft)
for i in range(len(self.poslist) - 1): for i in range(len(self.poslist) - 1):
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.poslist[i + 1][self.POS_X], self.poslist[i + 1][self.POS_Y])
thumby.display.drawLine( thumby.display.drawLine(
int(self.poslist[i][self.POS_X]), int(x1),
int(current_depth - self.poslist[i][self.POS_Y]), int(y1),
int(self.poslist[i + 1][self.POS_X]), int(x2),
int(current_depth - self.poslist[i + 1][self.POS_Y]), int(y2),
isdecend isdecend
) )

View File

@@ -1,8 +1,10 @@
from random import randint import math
from random import randrange, random
import thumby import thumby
from Games.Throot.map import ObstacleSlice from Games.Throot.map import ObstacleSlice
from Games.Throot.player import Player, Camera
from Games.Throot.artrepository import OBSTACLES from Games.Throot.artrepository import OBSTACLES
class Entity: class Entity:
@@ -33,11 +35,11 @@ class Entity:
return False return False
if loc_x < self.x or loc_x >= self.x + self.width or loc_y < self.y or loc_y >= self.y + self.height: if loc_x < self.x or loc_x >= self.x + self.width or loc_y < self.y or loc_y >= self.y + self.height:
return False return False
rel_x = loc_x - self.x rel_x = int(loc_x - self.x)
rel_y = loc_y - self.y rel_y = int(loc_y - self.y)
return bool((self.collision[rel_x] >> (self.height - rel_y)) & 1) return bool((self.collision[rel_x] >> (rel_y)) & 1)
def can_render(self, current_depth: int) -> bool: def can_render(self, camera: Camera) -> bool:
""" """
Checks to see if this sprite is within the game screen. Checks to see if this sprite is within the game screen.
@@ -48,15 +50,9 @@ class Entity:
:return: :return:
True if the sprite shows up on screen in any capacity, false otherwise. True if the sprite shows up on screen in any capacity, false otherwise.
""" """
if self.x < -self.width or self.x >= thumby.display.width: return camera.entity_in_camera(self.x, self.y, self.width, self.height)
return False
max = current_depth
min = max - thumby.display.height
if self.y < (min - self.height) or self.y > max:
return False
return True
def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool: def update(self, tpf: float, player: Player, camera: Camera) -> bool:
""" """
Updates the state of the entity based on the game state. Updates the state of the entity based on the game state.
@@ -73,7 +69,7 @@ class Entity:
""" """
return False return False
def render(self, tpf: float, current_depth: int, prev_depth: int) -> bool: def render(self, tpf: float, camera: Camera) -> bool:
""" """
Sets the position of the sprite and draws it. Sets the position of the sprite and draws it.
@@ -89,19 +85,20 @@ class Entity:
should be hidden. should be hidden.
""" """
if self.sprite: if self.sprite:
self.sprite.y = int(self.y - current_depth + thumby.display.height) coordinates = camera.relative_to_camera(self.x, self.y)
self.sprite.x = int(self.x) self.sprite.x = coordinates[0]
if self.can_render(current_depth): self.sprite.y = coordinates[1]
if self.can_render(camera):
thumby.display.drawSprite(self.sprite) thumby.display.drawSprite(self.sprite)
return True return True
return False return False
class Obstacle(Entity): class Obstacle(Entity):
def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool: def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return self.can_render(current_depth) return True
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.
@@ -118,20 +115,32 @@ 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 slice_prev_y > slice_y:
slice_prev_y -= ObstacleSlice.height
spawned = set() spawned = set()
for entity in current_slice.obstacle_map: max_spawned = 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 >= slice_prev_y and entity_y < slice_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, sprite)) x = randrange(0, thumby.display.width - sprite_image.width)
y = current_depth
if current_depth > prev_depth:
y += thumby.display.height // 2
elif current_depth < prev_depth:
y -= thumby.display.height // 2 + sprite_image.height
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