7 Commits

Author SHA1 Message Date
William Hubbard
8aab7d94f1 Adds a sky. 2023-02-05 16:10:11 -07:00
William Hubbard
3afe5322b3 Adds a seed entity.
Graphics!
2023-02-05 15:57:11 -07:00
William Hubbard
674ae01057 Adds collectibles and fixes score 2023-02-05 15:50:20 -07:00
William Hubbard
feafdfbac2 Implements scaling difficulty.
Probably not balanced, but it is there.
2023-02-05 15:19:16 -07:00
Neal Finger
b743e61b10 Merge pull request #10 from Markil3/build_update_finalish
general update
2023-02-05 14:59:45 -07:00
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
5 changed files with 151 additions and 14 deletions

109
Throot.py
View File

@@ -7,12 +7,14 @@ import Games.Throot.map
import Games.Throot.sprites
from random import randrange
from Games.Throot.artrepository import OBSTACLES
from Games.Throot.artrepository import *
from Games.Throot.player import Player, Camera
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.sprites import Entity, Obstacle, Collectible, update_entities
from Games.Throot.constants import *
class GameManager:
def __init__(self, *rooms):
self.rooms = rooms
@@ -76,7 +78,6 @@ class RoomTitle(Room):
class GameLoop(Room):
def __init__(self):
self.current_depth = 0
self.diving_velocity = 10
self.diving_accel = 0
self.current_obstacle_slice = OBSTACLE_SLICES[0]
@@ -86,19 +87,91 @@ class GameLoop(Room):
self.camera = None
self.score = 0
self.level = 0
self.finish_depth = 0
self.waterx = float(0)
seed_sprite = thumby.Sprite(seed.width, seed.height, seed.image, 0, 0, 0, False, False)
self.seed = Entity((thumby.display.width - seed.width) // 2, 0, seed.width, seed.height, None, seed_sprite)
def start(self, event):
self.current_depth = 0
self.entities.clear()
self.entities.add(
self.seed
)
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player()
self.player.yspeed = 10
self.score = 0
self.score = 'score' in event and event['score'] or 0
self.level = 'level' in event and event['level'] or 0
self.finish_depth = 100 + 5 * self.level ** 2
self.camera = Camera(self.player)
def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
def draw_sky(self):
sky_x = 0
sky_y = -thumby.display.height
sky_width = thumby.display.width
sky_height = thumby.display.height
if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 1)
sky_x = 0
sky_y = 0
sky_width = thumby.display.width
sky_height = thumby.display.height
if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 0)
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):
"""
Executes one tick of the game
@@ -110,7 +183,10 @@ class GameLoop(Room):
self.camera.update_phys()
# Generate new entities as needed
self.entities |= update_entities(self.entities, 5, self.player.ysub, self.player.prev_y)
if abs(self.player.y) < abs(self.finish_depth):
self.entities |= update_entities(self.entities, self.level, self.player.ysub, self.player.prev_y)
else:
self.entities.clear()
# Updates the entities
to_remove = set()
@@ -121,20 +197,37 @@ class GameLoop(Room):
if isinstance(entity, Obstacle):
return {
'room': ROOM_END,
'score': self.score
'score': self.score,
'level': self.level + 1
}
elif isinstance(entity, Collectible):
self.score += entity.score
to_remove.add(entity)
self.entities -= to_remove
self.score = self.player.x#int(abs(self.player.y) * 10)
self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
# finish level
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
self.score += 20
self.level += 1
self.start({
'score': self.score,
'level': self.level
})
thumby.display.fill(0)
self.draw_sky()
# Draw the entities
for entity in self.entities:
entity.render(tpf, self.camera)
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

View File

@@ -2,6 +2,27 @@ from collections import namedtuple
SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"])
seed = SpriteImage(
bytearray([8,20,46,46,62,62,46,62,46,12,0]),
None,
11,
7
)
collectibleover = SpriteImage(
bytearray([9,4,6,9]),
None,
4,
4
)
collectibleunder = SpriteImage(
bytearray([6,11,9,6]),
None,
4,
4
)
# BITMAP: width: 8, height: 8
skull = SpriteImage(
bytearray([0,28,102,126,38,30,28,0]),
@@ -175,4 +196,11 @@ Doritoobstaclelvl5 = SpriteImage(
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

@@ -4,3 +4,4 @@ ROOM_START = 0
ROOM_MAIN = 1
ROOM_END = 2
ROOM_NEXT = -1

View File

@@ -33,7 +33,7 @@ class Player:
self.accaccx = self.accx
self.anim = PlayerAnimation(self.x, self.y)
self.debugvisible = True
self.debugvisible = False
def update_phys(self, tpf, camera: Camera):
self.prev_x = self.xsub

View File

@@ -5,7 +5,7 @@ import thumby
from Games.Throot.map import ObstacleSlice
from Games.Throot.player import Player, Camera
from Games.Throot.artrepository import OBSTACLES
from Games.Throot.artrepository import *
class Entity:
"""
@@ -67,7 +67,7 @@ class Entity:
True if the game should keep this entity, false if the game should drop
this entity from memory.
"""
return False
return True
def render(self, tpf: float, camera: Camera) -> bool:
"""
@@ -97,6 +97,14 @@ class Obstacle(Entity):
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True
class Collectible(Entity):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.score = 'score' in kwargs and kwargs['score'] or 10
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True
def update_entities(entities, difficulty: int, current_depth: int, prev_depth: int):
"""
@@ -125,7 +133,15 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
spawned = set()
max_spawned = randrange(0, difficulty + 1)
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:
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
if random() < 0.2:
Clazz = Collectible
if current_depth >= 0:
sprite_image = collectibleunder
else:
sprite_image = collectibleover
else:
Clazz = Obstacle
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
if sprite_image.width >= thumby.display.width:
x = 0
else:
@@ -142,6 +158,5 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
break
if not error:
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
print("Adding obstacle of to (%d, %d) of size (%d, %d)" % (x, y, sprite_image.width, sprite_image.height))
spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
spawned.add(Clazz(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
return spawned