21 Commits

Author SHA1 Message Date
Markil3
6ccb425057 Sets collectibles for ascending. 2023-02-25 12:57:56 -07:00
Markil3
33ed9c062a Adds a second stage for ascending. 2023-02-25 04:47:02 -07:00
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
William Hubbard
8aab7d94f1 Adds a sky. 2023-02-05 16:10:11 -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
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
7 changed files with 423 additions and 189 deletions

169
Throot.py
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, Camera 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 Obstacle, update_entities from Games.Throot.sprites import Entity, Obstacle, Collectible, 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
@@ -44,6 +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
@@ -62,21 +67,41 @@ 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):
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]
@@ -86,31 +111,110 @@ class GameLoop(Room):
self.camera = None self.camera = None
self.score = 0 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): def start(self, event):
self.current_depth = 0
self.entities.clear() self.entities.clear()
self.entities.add(
self.seed
)
self.current_obstacle_slice = OBSTACLE_SLICES[0] self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player() self.player = Player()
self.player.yspeed = 10 self.player.speed_y = 16
self.score = 0 self.player.isdecend = 1
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.finish_height = -self.finish_depth
self.camera = Camera(self.player) self.camera = Camera(self.player)
self.stage = DESCEND_STAGE
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_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): def update(self, tpf):
""" """
Executes one tick of the game Executes one tick of the game
""" """
super().update(tpf) super().update(tpf)
self.player.update_phys(tpf, self.camera) self.player.update_phys(tpf, self.stage in (DESCEND_STAGE, ASCEND_STAGE) and self.camera or None)
self.camera.update_phys() self.camera.update_phys()
# Generate new entities as needed # 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 # Updates the entities
to_remove = set() to_remove = set()
@@ -121,19 +225,44 @@ 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
} }
elif isinstance(entity, Collectible):
self.score += entity.score
to_remove.add(entity)
self.entities -= to_remove 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)
thumby.display.fill(0) # finish level
if self.stage == DESCEND_STAGE:
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
self.stage = ASCEND_STAGE
self.player.ysub = 0
self.player.prev_y = 0
self.player.speed_y *= -1
self.player.isdecend = 0
elif self.stage == ASCEND_STAGE:
if self.player.y < self.finish_height - int(thumby.display.height * 1.5):
self.score += 20
self.level += 1
self.start({
'score': self.score,
'level': self.level
})
thumby.display.fill(int(self.player.y < 0))
self.draw_sky()
# Draw the entities # Draw the entities
for entity in self.entities: for entity in self.entities:
entity.render(tpf, self.camera) entity.render(tpf, self.camera)
self.player.update_draw(self.camera) self.player.update_draw(self.camera)
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1) self.draw_water()
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, int(self.player.y > 0))
class EndRoom(Room): class EndRoom(Room):
def __init__(self): def __init__(self):

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@@ -2,6 +2,27 @@ from collections import namedtuple
SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"]) 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 # BITMAP: width: 8, height: 8
skull = SpriteImage( skull = SpriteImage(
bytearray([0,28,102,126,38,30,28,0]), bytearray([0,28,102,126,38,30,28,0]),
@@ -175,4 +196,32 @@ Doritoobstaclelvl5 = SpriteImage(
30 30
) )
sprite_water = SpriteImage(
bytearray([224,240,240,248,252,248,240,240]),
None,
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]

View File

@@ -4,3 +4,14 @@ ROOM_START = 0
ROOM_MAIN = 1 ROOM_MAIN = 1
ROOM_END = 2 ROOM_END = 2
ROOM_NEXT = -1 ROOM_NEXT = -1
# The first part of the level, where we are reaching the water
DESCEND_STAGE = 0
# The transition to the second part of the level, where the camera travels
# back to the surface
WATER_STAGE = 1
# The second part of the level, where we are growing into the sky
ASCEND_STAGE = 2
# The "level complete" animation
BLOOM_STAGE = 3

228
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()
)
CONST_INP_MOVE_LEFT = thumby.buttonL def move_left(self):
CONST_INP_MOVE_RIGHT = thumby.buttonA return thumby.buttonL.pressed()
# classes inp = Input()
### 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 = True
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
xx = self.xsub + inp * self.xspeed if inp.move_right() and (not inp.move_left()):
self.input_x = 1
# clamp to screen if (not inp.move_left()) and (not inp.move_right()):
self.xsub = max(min(xx, thumby.display.width - 1), 0) self.input_x = 0
# acceleration and jerk
self.speed_x += self.acc_x * tpf
self.acc_x += self.jerk_x * tpf
# limit speed
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"])
#print(plworldx, plworldy, plscreeny, current_depth) def __init__(self, player):
self.player = player
### exit if player y pos less than random range self.root_offset = self.MAX_ROOT_OFFSET
# # debug change random range self.grow_distance = self.MAX_GROW_DISTANCE
# inp = int(0)
# if thumby.buttonD.justPressed():
# inp -= 1
# if thumby.buttonU.justPressed():
# inp += 1
# if inp != 0: self.points = []
# self.debugposrange = max(self.debugposrange + inp * 2, 1) self.add_point()
# print('debugposrange: ', self.debugposrange)
# # if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.debugposrange): self.debug_visible = False
# # return self.debug_exact = True
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange: def add_point(self):
# return self.points.append(self.Point(self.player.x, self.player.y))
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE: def update_phys(self, camera):
return # debug visible
if thumby.buttonB.justPressed():
self.debug_visible = not self.debug_visible
### get new position # debug exact
rad = self.RANDOM_RANGE // 2 if thumby.buttonU.justPressed():
self.debug_exact = not self.debug_exact
# # debug change random range # exit if distance from player to last root point is less than gorw distance
# inp = int(0) dist_sqr = (
# if thumby.buttonB.justPressed(): (self.player.x - self.points[-1].x) ** 2 +
# inp -= 1 (self.player.y - self.points[-1].y) ** 2
# 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)
)
#print(len(self.poslist)) # 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
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
# root always reaches player position
if self.debug_exact:
x1, y1 = camera.relative_to_camera(self.player.x, self.player.y)
x2, y2 = camera.relative_to_camera(self.points[-1].x, self.points[-1].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
#print(topleft)
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(x1), int(x1),
int(y1), int(y1),

View File

@@ -5,7 +5,7 @@ import thumby
from Games.Throot.map import ObstacleSlice from Games.Throot.map import ObstacleSlice
from Games.Throot.player import Player, Camera from Games.Throot.player import Player, Camera
from Games.Throot.artrepository import OBSTACLES from Games.Throot.artrepository import *
class Entity: class Entity:
""" """
@@ -67,7 +67,7 @@ class Entity:
True if the game should keep this entity, false if the game should drop True if the game should keep this entity, false if the game should drop
this entity from memory. this entity from memory.
""" """
return False return True
def render(self, tpf: float, camera: Camera) -> bool: 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: def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True 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): def update_entities(entities, difficulty: int, current_depth: int, prev_depth: int):
""" """
@@ -123,9 +131,25 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
return set() return set()
spawned = set() spawned = set()
max_spawned = randrange(0, difficulty + 1) if current_depth > 0:
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: max_spawned = randrange(0, difficulty + 1)
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))] else:
max_spawned = randrange(0, int(5 / (0.3 * difficulty + 0.7)))
print(f"Spawning {max_spawned} entities this tick")
while len(spawned) < max_spawned:
if current_depth > 0:
if random() >= (2 * math.pow(difficulty + 0.01, 2)) / (3 * math.pow(difficulty + 0.01, 2) + 20 * (difficulty + 0.01)) + 0.05:
print(f"Cancelling obstacles after {len(spawned)} entities")
break
Clazz = Obstacle
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
else:
if random() >= 1 / (math.pow(difficulty, 2) + 3):
print(f"Cancelling obstacles after {len(spawned)} entities")
break
Clazz = Collectible
sprite_image = collectibleover
if sprite_image.width >= thumby.display.width: if sprite_image.width >= thumby.display.width:
x = 0 x = 0
else: else:
@@ -141,7 +165,6 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
error = True error = True
break break
if not error: if not error:
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False) sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, int(y < 0), False, False)
print("Adding obstacle of to (%d, %d) of size (%d, %d)" % (x, y, sprite_image.width, sprite_image.height)) spawned.add(Clazz(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
return spawned return spawned