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player_ani
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233
Throot.py
233
Throot.py
@@ -7,15 +7,15 @@ import Games.Throot.map
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import Games.Throot.sprites
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import Games.Throot.sprites
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from random import randrange
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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.player import Player
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from Games.Throot.artrepository import *
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from Games.Throot.player import Player, Camera
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from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
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from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
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from Games.Throot.sprites import update_entities
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from Games.Throot.sprites import Entity, Obstacle, Collectible, update_entities
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from Games.Throot.constants import CONST_FPS
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from Games.Throot.constants import *
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class GameManager:
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class GameManager:
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EVENT_ROOM_CHANGE = {'start': 0, 'main': 1, 'end': 2, 'next': -1}
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def __init__(self, *rooms):
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def __init__(self, *rooms):
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self.rooms = rooms
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self.rooms = rooms
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self.room_index = 0
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self.room_index = 0
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@@ -24,13 +24,14 @@ class GameManager:
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# Set the FPS (without this call, the default fps is 30)
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# Set the FPS (without this call, the default fps is 30)
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thumby.display.setFPS(CONST_FPS)
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thumby.display.setFPS(CONST_FPS)
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def room_goto(self, index):
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def room_goto(self, event):
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index = event['room']
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if index < 0:
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if index < 0:
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self.room_index = min(self.room_index + 1, len(self.rooms))
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self.room_index = min(self.room_index + 1, len(self.rooms))
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else:
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else:
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self.room_index = index
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self.room_index = index
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self.rooms[self.room_index].start()
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self.rooms[self.room_index].start(event)
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def restart(self):
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def restart(self):
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self.room_index = 0
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self.room_index = 0
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@@ -41,11 +42,14 @@ class GameManager:
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thumby.display.update()
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thumby.display.update()
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if event:
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if event:
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self.room_goto(self.EVENT_ROOM_CHANGE[event])
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self.room_goto(event)
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class Room:
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class Room:
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def start(self):
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def __init__(self):
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self.ind_button = 0
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def start(self, event):
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t0 = time.ticks_ms() # Get time (ms)
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t0 = time.ticks_ms() # Get time (ms)
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thumby.display.fill(0) # Fill canvas to black
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thumby.display.fill(0) # Fill canvas to black
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@@ -58,73 +62,230 @@ class RoomTitle(Room):
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super().update(tpf)
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super().update(tpf)
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if thumby.inputPressed():
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if thumby.inputPressed():
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return 'main'
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return {
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'room': ROOM_MAIN
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}
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# draw title sprite
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# draw title sprite
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title_text = 'press a to start'
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#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
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chr_len = 5
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thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
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x = int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
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-1, 0, 0)
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y = int(round(thumby.display.height / 2 - chr_len / 2))
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# title text
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chrx = 5
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chry = 7
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buff = 2
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buff = 2
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w = chr_len * len(title_text) + buff
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h = chr_len + buff
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x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
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thumby.display.drawFilledRectangle(x - buff, y - buff, w, h, 1)
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y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
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thumby.display.drawText(title_text, x, y, 0)
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w = chrx * 6 + buff
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h = chry + buff
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thumby.display.drawFilledRectangle(x - buff, y - buff, w, h * 2 + buff, 0)
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#thumby.display.drawText('press a', x, y, 0)
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thumby.display.drawText('start', x, y, 1)
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spr_b = thumby.Sprite(sprite_buttona1.width, sprite_buttona1.height, sprite_buttona1.image + sprite_buttona2.image, 2, 40 - 8,
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-1, 0, 0)
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# thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
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# -1, 0, 0)
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self.ind_button = (self.ind_button + 1) % (2 * CONST_FPS)
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spr_b.setFrame(self.ind_button // (2 * CONST_FPS))
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#print(self.ind_button // CONST_FPS)
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thumby.display.drawSprite(spr_b)
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class GameLoop(Room):
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class GameLoop(Room):
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def __init__(self):
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def __init__(self):
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self.current_depth = 0
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self.diving_velocity = 10
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self.diving_velocity = 10
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self.diving_accel = 0
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self.diving_accel = 0
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.entities = set()
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self.entities = set()
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self.player = Player()
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self.player = None
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self.camera = None
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self.score = 0
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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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seed_sprite = thumby.Sprite(seed.width, seed.height, seed.image, 0, 0, 0, False, False)
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self.seed = Entity((thumby.display.width - seed.width) // 2, 0, seed.width, seed.height, None, seed_sprite)
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def start(self, event):
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self.entities.clear()
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self.entities.add(
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self.seed
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)
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.player = Player()
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self.player.speed_y = 16
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self.player.isdecend = 1
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self.score = 'score' in event and event['score'] or 0
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self.level = 'level' in event and event['level'] or 0
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self.finish_depth = 100 + 5 * self.level ** 2
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self.finish_height = -self.finish_depth
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self.camera = Camera(self.player)
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self.stage = DESCEND_STAGE
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def get_obstacle_slice(self):
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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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return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
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def draw_sky(self):
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sky_x = 0
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sky_y = -thumby.display.height
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sky_width = thumby.display.width
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sky_height = thumby.display.height
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if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
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sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
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thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 1)
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sky_x = 0
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sky_y = 0
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sky_width = thumby.display.width
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sky_height = thumby.display.height
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if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
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sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
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thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 0)
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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.player.y + thumby.display.height < 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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# water surface.
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for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
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x, y = self.camera.relative_to_camera(
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(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
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self.finish_depth
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)
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thumby.display.blit(
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sprite_water[0],
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int(x), int(y),
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sprite_water.width, sprite_water.height,
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0,
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0, 0
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)
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# water below surface
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x, y = self.camera.relative_to_camera(
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0,
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self.finish_depth
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)
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thumby.display.drawFilledRectangle(
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int(x), int(y) + sprite_water.height,
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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.player.y > self.finish_depth + (thumby.display.height // 2):
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thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0)
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thumby.display.drawText(f' stage {self.level + 1}', 0, thumby.display.height // 4 + 9, 0)
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def update(self, tpf):
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def update(self, tpf):
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"""
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"""
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Executes one tick of the game
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Executes one tick of the game
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"""
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"""
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super().update(tpf)
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super().update(tpf)
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prev_depth = self.current_depth
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self.diving_velocity += self.diving_accel * tpf
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self.current_depth += self.diving_velocity * tpf
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if self.current_depth % ObstacleSlice.height < prev_depth % ObstacleSlice.height:
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self.player.update_phys(tpf, self.stage in (DESCEND_STAGE, ASCEND_STAGE) and self.camera or None)
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self.current_obstacle_slice = self.get_obstacle_slice()
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self.player.update_phys(self.current_depth, prev_depth)
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self.camera.update_phys()
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# Generate new entities as needed
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# Generate new entities as needed
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self.entities |= update_entities(self.current_obstacle_slice, self.current_depth, prev_depth)
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if abs(self.player.y) < abs(self.finish_depth):
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self.entities |= update_entities(self.entities, self.level, self.player.ysub, self.player.prev_y)
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else:
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self.entities.clear()
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# Updates the entities
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# Updates the entities
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to_remove = set()
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to_remove = set()
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for entity in self.entities:
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for entity in self.entities:
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if not entity.update(tpf, self.current_depth, prev_depth):
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if not entity.update(tpf, self.player, self.camera) or abs(entity.y - self.player.y) > self.camera.height * 1.5:
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to_remove.add(entity)
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elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
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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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'level': self.level + 1
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}
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elif isinstance(entity, Collectible):
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self.score += entity.score
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to_remove.add(entity)
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to_remove.add(entity)
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self.entities -= to_remove
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self.entities -= to_remove
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self.score = int(self.current_depth * 10)
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self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
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thumby.display.fill(0)
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# finish level
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if self.stage == DESCEND_STAGE:
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if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
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self.stage = ASCEND_STAGE
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self.player.ysub = 0
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self.player.prev_y = 0
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self.player.speed_y *= -1
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self.player.isdecend = 0
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elif self.stage == ASCEND_STAGE:
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if self.player.y < self.finish_height - int(thumby.display.height * 1.5):
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self.score += 20
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self.level += 1
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self.start({
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'score': self.score,
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'level': self.level
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})
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thumby.display.fill(int(self.player.y < 0))
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self.draw_sky()
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# Draw the entities
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# Draw the entities
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for entity in self.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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entity.render(tpf, self.camera)
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self.player.update_draw(self.player.y)
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self.player.update_draw(self.camera)
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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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self.draw_water()
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thumby.display.update()
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, int(self.player.y > 0))
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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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def start(self, event):
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self.score = event['score']
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# Used to make sure that we aren't triggering from input mean't for the game.
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self.still_pressed = thumby.inputPressed()
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def update(self, tpf):
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if not thumby.inputPressed():
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self.still_pressed = False
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elif not self.still_pressed and thumby.inputPressed():
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return {
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'room': ROOM_START
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}
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thumby.display.fill(0)
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thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1)
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thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
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|
||||||
def main():
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def main():
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game = GameManager(RoomTitle(), GameLoop())
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game = GameManager(RoomTitle(), GameLoop(), EndRoom())
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game.start()
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game.start()
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|
||||||
prev_time = 0
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prev_time = 0
|
||||||
|
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File diff suppressed because one or more lines are too long
BIN
ThrootTitle.bmp
Normal file
BIN
ThrootTitle.bmp
Normal file
Binary file not shown.
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After Width: | Height: | Size: 114 KiB |
BIN
ThrootTitleSingleFrame.bmp
Normal file
BIN
ThrootTitleSingleFrame.bmp
Normal file
Binary file not shown.
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After Width: | Height: | Size: 3.0 KiB |
159
artrepository.py
159
artrepository.py
@@ -2,30 +2,44 @@ 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([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 +53,21 @@ 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 +75,153 @@ 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
|
||||||
|
)
|
||||||
|
|
||||||
|
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]
|
||||||
|
|||||||
16
constants.py
16
constants.py
@@ -1 +1,17 @@
|
|||||||
CONST_FPS = 60
|
CONST_FPS = 60
|
||||||
|
|
||||||
|
ROOM_START = 0
|
||||||
|
ROOM_MAIN = 1
|
||||||
|
ROOM_END = 2
|
||||||
|
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
|
||||||
|
|||||||
259
player.py
259
player.py
@@ -2,178 +2,215 @@ 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_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)
|
||||||
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 / CONST_FPS
|
|
||||||
self.accx = 1 / (CONST_FPS * 4)
|
|
||||||
self.accaccx = self.accx
|
|
||||||
|
|
||||||
self.anim = PlayerAnimation(self.x, self.y)
|
# constants
|
||||||
self.debugvisible = True
|
self.speed_x_start = 32
|
||||||
|
self.speed_x_max = 200
|
||||||
|
self.acc_x_start = 64
|
||||||
|
self.jerk_x = 128
|
||||||
|
|
||||||
def update_phys(self, current_depth, prev_depth):
|
self.speed_x = self.speed_x_start
|
||||||
inp = int(0)
|
self.acc_x = self.acc_x_start
|
||||||
if CONST_INP_MOVE_LEFT.pressed():
|
|
||||||
inp -= 1
|
|
||||||
if CONST_INP_MOVE_RIGHT.pressed():
|
|
||||||
inp += 1
|
|
||||||
|
|
||||||
# debug visible
|
# y speed is constant
|
||||||
if thumby.buttonU.pressed():
|
self.speed_y = 16
|
||||||
self.debugvisible = not self.debugvisible
|
|
||||||
|
self.anim = PlayerAnimation(self)
|
||||||
|
|
||||||
|
|
||||||
|
def update_phys(self, tpf, camera: Camera):
|
||||||
|
# prevoius sub pixel position
|
||||||
|
self.prev_x = self.xsub
|
||||||
|
self.prev_y = self.ysub
|
||||||
|
|
||||||
### 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 = current_depth - (thumby.display.height / 2)
|
|
||||||
|
# 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, CONST_PL_SCREEN_Y, current_depth)
|
self.anim.update_phys(camera)
|
||||||
|
|
||||||
def update_draw(self, plworldy):
|
def update_draw(self, camera):
|
||||||
# debug draw
|
### animation render
|
||||||
if self.debugvisible:
|
self.anim.update_draw(camera, self.isdecend)
|
||||||
pix_x = self.x
|
|
||||||
pix_y = int(self.y - plworldy + 20)
|
|
||||||
thumby.display.setPixel(pix_x, pix_y, self.isdecend)
|
|
||||||
|
|
||||||
# animation
|
|
||||||
self.anim.update_draw(plworldy - 20, 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:
|
||||||
# position player
|
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
|
||||||
self.y = self.target.y - plscreeny
|
|
||||||
|
|
||||||
|
def relative_to_camera(self, global_x, global_y):
|
||||||
|
return (global_x - self.x, global_y - self.y)
|
||||||
|
|
||||||
|
def update_phys(self):
|
||||||
|
# position player
|
||||||
|
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, plscreeny, current_depth):
|
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):
|
||||||
|
# debug visible
|
||||||
|
if thumby.buttonB.justPressed():
|
||||||
|
self.debug_visible = not self.debug_visible
|
||||||
|
|
||||||
|
# debug exact
|
||||||
|
if thumby.buttonU.justPressed():
|
||||||
|
self.debug_exact = not self.debug_exact
|
||||||
|
|
||||||
|
# exit if distance from player to last root point is less than gorw distance
|
||||||
|
dist_sqr = (
|
||||||
|
(self.player.x - self.points[-1].x) ** 2 +
|
||||||
|
(self.player.y - self.points[-1].y) ** 2
|
||||||
|
)
|
||||||
|
|
||||||
|
if dist_sqr < self.grow_distance ** 2:
|
||||||
return
|
return
|
||||||
|
|
||||||
### get new position
|
# set new grow distance
|
||||||
rad = self.RANDOM_RANGE // 2
|
self.grow_distance = random.randint(self.MIN_GROW_DISTANCE, self.MAX_GROW_DISTANCE)
|
||||||
|
|
||||||
# # debug change random range
|
# offset last root point to look random
|
||||||
# inp = int(0)
|
self.points[-1] = self.Point(
|
||||||
# if thumby.buttonB.justPressed():
|
self.points[-1].x + random.randrange(-self.root_offset, self.root_offset),
|
||||||
# inp -= 1
|
self.points[-1].y + random.randrange(-self.root_offset, self.root_offset)
|
||||||
# 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
|
# new root point created exactly on player
|
||||||
self.poslist.append((plworldx, plworldy))
|
self.add_point()
|
||||||
|
|
||||||
# # debug
|
# remove points in list that would make lines off the camera
|
||||||
# self.poslist.append((plworldx, plworldy))
|
for point in self.points[1:]:
|
||||||
|
if camera.entity_in_camera(point.x, point.y):
|
||||||
|
break
|
||||||
|
|
||||||
### remove the fist item in the list if its full line is off screen
|
self.points.pop(0)
|
||||||
if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
|
|
||||||
self.poslist.pop(0)
|
|
||||||
|
|
||||||
#print(len(self.poslist))
|
def update_draw(self, camera, isdecend=1):
|
||||||
|
# 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
|
||||||
|
|
||||||
def update_draw(self, topleft, prev_depth, isdecend=1):
|
# root always reaches player position
|
||||||
### draw line from first position to next
|
if self.debug_exact:
|
||||||
|
x1, y1 = camera.relative_to_camera(self.player.x, self.player.y)
|
||||||
#print(topleft)
|
x2, y2 = camera.relative_to_camera(self.points[-1].x, self.points[-1].y)
|
||||||
|
|
||||||
for i in range(len(self.poslist) - 1):
|
|
||||||
thumby.display.drawLine(
|
thumby.display.drawLine(
|
||||||
int(self.poslist[i][self.POS_X]),
|
int(x1),
|
||||||
int(self.poslist[i][self.POS_Y] - topleft),
|
int(y1),
|
||||||
int(self.poslist[i + 1][self.POS_X]),
|
int(x2),
|
||||||
int(self.poslist[i + 1][self.POS_Y] - topleft),
|
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
|
||||||
|
|
||||||
|
thumby.display.drawLine(
|
||||||
|
int(x1),
|
||||||
|
int(y1),
|
||||||
|
int(x2),
|
||||||
|
int(y2),
|
||||||
isdecend
|
isdecend
|
||||||
)
|
)
|
||||||
|
|||||||
101
sprites.py
101
sprites.py
@@ -1,9 +1,11 @@
|
|||||||
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.artrepository import OBSTACLES
|
from Games.Throot.player import Player, Camera
|
||||||
|
from Games.Throot.artrepository import *
|
||||||
|
|
||||||
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.
|
||||||
|
|
||||||
@@ -71,9 +67,9 @@ 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, 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 +85,28 @@ 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
|
||||||
|
|
||||||
|
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(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 +123,48 @@ 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:
|
if current_depth > 0:
|
||||||
# The position the entity should spawn at, relative to the slice top
|
max_spawned = randrange(0, difficulty + 1)
|
||||||
entity_y = entity[1]
|
else:
|
||||||
if entity_y >= slice_prev_y and entity_y < slice_y:
|
max_spawned = randrange(0, int(5 / (0.3 * difficulty + 0.7)))
|
||||||
sprite_image = OBSTACLES[entity[2]]
|
print(f"Spawning {max_spawned} entities this tick")
|
||||||
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, entity[3], entity[4])
|
while len(spawned) < max_spawned:
|
||||||
spawned.add(Obstacle(entity[0], entity_y + current_depth // ObstacleSlice.height * ObstacleSlice.height, sprite_image.width, sprite_image.height, sprite_image.collision, sprite))
|
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:
|
||||||
|
x = 0
|
||||||
|
else:
|
||||||
|
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, int(y < 0), False, False)
|
||||||
|
spawned.add(Clazz(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
|
||||||
return spawned
|
return spawned
|
||||||
|
|||||||
Reference in New Issue
Block a user