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player-ani
...
water
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bf910238b9 |
57
Throot.py
57
Throot.py
@@ -7,12 +7,14 @@ import Games.Throot.map
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import Games.Throot.sprites
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from random import randrange
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from Games.Throot.artrepository import OBSTACLES
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from Games.Throot.artrepository import *
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from Games.Throot.player import Player
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from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
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from Games.Throot.sprites import Obstacle, update_entities
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from Games.Throot.constants import *
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class GameManager:
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def __init__(self, *rooms):
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self.rooms = rooms
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@@ -85,6 +87,10 @@ class GameLoop(Room):
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self.player = Player()
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self.score = 0
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self.level = 0
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self.finish_depth = 0
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self.waterx = float(0)
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def start(self, event):
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self.current_depth = 0
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@@ -92,9 +98,45 @@ class GameLoop(Room):
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.player = Player()
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self.score = 0
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self.finish_depth = 100 + 5 * self.level ** 2
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def get_obstacle_slice(self):
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return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
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def draw_water(self):
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# bookwater
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# exit if depth is less than 2 screens of the finish depth
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if self.current_depth + thumby.display.height * 2 < self.finish_depth:
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return
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self.waterx += sprite_water.width / CONST_FPS
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if self.waterx > sprite_water.width:
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self.waterx = 0
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to_screeny = int(thumby.display.height - self.current_depth)
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# water surface.
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for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
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thumby.display.blit(
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sprite_water[0],
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(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
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self.finish_depth - sprite_water.height + to_screeny, sprite_water.width, sprite_water.height,
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0, 0, 0
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)
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# water below surface
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thumby.display.drawFilledRectangle(
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0, self.finish_depth + to_screeny,
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thumby.display.width, self.finish_depth + thumby.display.height * 3,
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1,
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)
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# win text
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if self.current_depth > self.finish_depth + (thumby.display.height // 2):
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thumby.display.drawText('water reach!', 0, thumby.display.height // 2, 0)
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def update(self, tpf):
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"""
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@@ -128,20 +170,31 @@ class GameLoop(Room):
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if isinstance(entity, Obstacle):
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return {
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'room': ROOM_END,
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'score': self.score
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'score': self.score,
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'level': self.level + 1
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}
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self.entities -= to_remove
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self.score = int(self.current_depth * 10)
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# finish level
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if self.current_depth > self.finish_depth + int(thumby.display.height * 1.5):
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self.level += 1
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self.start({})
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thumby.display.fill(0)
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# Draw the entities
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for entity in self.entities:
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entity.render(tpf, self.current_depth, prev_depth)
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self.draw_water()
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self.player.update_draw(self.player.y)
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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class EndRoom(Room):
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def __init__(self):
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self.score = 0
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@@ -175,4 +175,11 @@ Doritoobstaclelvl5 = SpriteImage(
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30
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)
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OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]
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sprite_water = SpriteImage(
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bytearray([224,240,240,248,252,248,240,240]),
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None,
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8,
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8
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)
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OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]
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@@ -123,7 +123,7 @@ class PlayerAnimation:
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# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
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# return
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if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE:
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if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.POS_RANGE):
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return
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### get new position
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