27 Commits

Author SHA1 Message Date
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
William Hubbard
8d90129dbd Merge branch 'master' into negative-scroll 2023-02-05 14:04:52 -07:00
William Hubbard
05dd0a1cfd Fixes some debug code. 2023-02-05 14:04:42 -07:00
William Hubbard
518bf5f5e6 Fixes collision code. 2023-02-05 13:58:32 -07:00
William Hubbard
e03d74be36 Adds rooms constants
Forgot to commit this.
2023-02-05 13:09:30 -07:00
William Hubbard
b80c215d98 Sets the depth to be handled by the player
Just a lot simpler.
2023-02-05 13:09:05 -07:00
William Hubbard
2c4584e05b Merge pull request #8 from Markil3/end-game
Adds an end screen.
2023-02-05 11:43:38 -07:00
William Hubbard
a4e87421bb Fixes the leaf 2023-02-05 11:23:00 -07:00
William Hubbard
e73eb5a765 Adds an end screen. 2023-02-05 11:17:30 -07:00
7 changed files with 450 additions and 197 deletions

223
Throot.py
View File

@@ -7,15 +7,15 @@ import Games.Throot.map
import Games.Throot.sprites
from random import randrange
from Games.Throot.artrepository import OBSTACLES
from Games.Throot.player import Player
from Games.Throot.artrepository import *
from Games.Throot.player import Player, Camera
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.constants import CONST_FPS
from Games.Throot.sprites import Entity, Obstacle, Collectible, update_entities
from Games.Throot.constants import *
class GameManager:
EVENT_ROOM_CHANGE = {'start': 0, 'main': 1, 'end': 2, 'next': -1}
def __init__(self, *rooms):
self.rooms = rooms
self.room_index = 0
@@ -24,13 +24,14 @@ class GameManager:
# Set the FPS (without this call, the default fps is 30)
thumby.display.setFPS(CONST_FPS)
def room_goto(self, index):
def room_goto(self, event):
index = event['room']
if index < 0:
self.room_index = min(self.room_index + 1, len(self.rooms))
else:
self.room_index = index
self.rooms[self.room_index].start()
self.rooms[self.room_index].start(event)
def restart(self):
self.room_index = 0
@@ -41,11 +42,14 @@ class GameManager:
thumby.display.update()
if event:
self.room_goto(self.EVENT_ROOM_CHANGE[event])
self.room_goto(event)
class Room:
def start(self):
def __init__(self):
self.ind_button = 0
def start(self, event):
t0 = time.ticks_ms() # Get time (ms)
thumby.display.fill(0) # Fill canvas to black
@@ -58,82 +62,217 @@ class RoomTitle(Room):
super().update(tpf)
if thumby.inputPressed():
return 'main'
return {
'room': ROOM_MAIN
}
# draw title sprite
title_text = 'press a to start'
#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
chr_len = 5
x = int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
y = int(round(thumby.display.height / 2 - chr_len / 2))
thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
-1, 0, 0)
# title text
chrx = 5
chry = 7
buff = 2
w = chr_len * len(title_text) + buff
h = chr_len + buff
thumby.display.drawFilledRectangle(x - buff, y - buff, w, h, 1)
thumby.display.drawText(title_text, x, y, 0)
x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
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):
def __init__(self):
self.current_depth = 0
self.diving_velocity = 10
self.diving_accel = 0
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.entities = set()
self.player = Player()
self.player = None
self.camera = None
self.score = 0
self.level = 0
self.finish_depth = 0
self.waterx = float(0)
seed_sprite = thumby.Sprite(seed.width, seed.height, seed.image, 0, 0, 0, False, False)
self.seed = Entity((thumby.display.width - seed.width) // 2, 0, seed.width, seed.height, None, seed_sprite)
def start(self, event):
self.entities.clear()
self.entities.add(
self.seed
)
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player()
self.player.yspeed = 10
self.score = 'score' in event and event['score'] or 0
self.level = 'level' in event and event['level'] or 0
self.finish_depth = 100 + 5 * self.level ** 2
self.camera = Camera(self.player)
def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
def draw_sky(self):
sky_x = 0
sky_y = -thumby.display.height
sky_width = thumby.display.width
sky_height = thumby.display.height
if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 1)
sky_x = 0
sky_y = 0
sky_width = thumby.display.width
sky_height = thumby.display.height
if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 0)
def draw_water(self):
# bookwater
# exit if depth is less than 2 screens of the finish depth
if self.player.y + thumby.display.height < self.finish_depth:
return
self.waterx += sprite_water.width / CONST_FPS
if self.waterx > sprite_water.width:
self.waterx = 0
# water surface.
for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
x, y = self.camera.relative_to_camera(
(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
self.finish_depth
)
thumby.display.blit(
sprite_water[0],
int(x), int(y),
sprite_water.width, sprite_water.height,
0,
0, 0
)
# water below surface
x, y = self.camera.relative_to_camera(
0,
self.finish_depth
)
thumby.display.drawFilledRectangle(
int(x), int(y) + sprite_water.height,
thumby.display.width, self.finish_depth + thumby.display.height * 3,
1,
)
# win text
if self.player.y > self.finish_depth + (thumby.display.height // 2):
thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0)
thumby.display.drawText(f' stage {self.level + 1}', 0, thumby.display.height // 4 + 9, 0)
def update(self, tpf):
"""
Executes one tick of the game
"""
super().update(tpf)
prev_depth = self.current_depth
self.diving_velocity += self.diving_accel * tpf
self.current_depth += self.diving_velocity * tpf
self.player.update_phys(tpf, self.camera)
#print("%f (%f)" % (self.current_depth, self.current_depth % ObstacleSlice.height))
#print("%f -> %f: %f -> %f" % (prev_depth, self.current_depth, prev_depth % ObstacleSlice.height, self.current_depth % ObstacleSlice.height))
if (
self.current_depth > prev_depth and self.current_depth % ObstacleSlice.height < prev_depth % ObstacleSlice.height
or self.current_depth < prev_depth and self.current_depth % ObstacleSlice.height > prev_depth % ObstacleSlice.height
):
self.current_obstacle_slice = self.get_obstacle_slice()
self.player.update_phys(self.current_depth, prev_depth)
self.camera.update_phys()
# Generate new entities as needed
self.entities |= update_entities(self.current_obstacle_slice, self.current_depth, prev_depth)
if abs(self.player.y) < abs(self.finish_depth):
self.entities |= update_entities(self.entities, self.level, self.player.ysub, self.player.prev_y)
else:
self.entities.clear()
# Updates the entities
to_remove = set()
for entity in self.entities:
if not entity.update(tpf, self.current_depth, prev_depth):
if not entity.update(tpf, self.player, self.camera) or abs(entity.y - self.player.y) > self.camera.height * 1.5:
to_remove.add(entity)
elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
if isinstance(entity, Obstacle):
print("Hit!")
return {
'room': ROOM_END,
'score': self.score,
'level': self.level + 1
}
elif isinstance(entity, Collectible):
self.score += entity.score
to_remove.add(entity)
self.entities -= to_remove
self.score = int(self.current_depth * 10)
self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
# finish level
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
self.score += 20
self.level += 1
self.start({
'score': self.score,
'level': self.level
})
thumby.display.fill(0)
self.draw_sky()
# Draw the entities
for entity in self.entities:
entity.render(tpf, self.current_depth, prev_depth)
self.player.update_draw(self.player.y)
entity.render(tpf, self.camera)
self.player.update_draw(self.camera)
self.draw_water()
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
thumby.display.update()
class EndRoom(Room):
def __init__(self):
self.score = 0
def start(self, event):
self.score = event['score']
# Used to make sure that we aren't triggering from input mean't for the game.
self.still_pressed = thumby.inputPressed()
def update(self, tpf):
if not thumby.inputPressed():
self.still_pressed = False
elif not self.still_pressed and thumby.inputPressed():
return {
'room': ROOM_START
}
thumby.display.fill(0)
thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1)
thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
def main():
game = GameManager(RoomTitle(), GameLoop())
game = GameManager(RoomTitle(), GameLoop(), EndRoom())
game.start()
prev_time = 0

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View File

@@ -2,6 +2,27 @@ from collections import namedtuple
SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"])
seed = SpriteImage(
bytearray([8,20,46,46,62,62,46,62,46,12,0]),
None,
11,
7
)
collectibleover = SpriteImage(
bytearray([9,4,6,9]),
None,
4,
4
)
collectibleunder = SpriteImage(
bytearray([6,11,9,6]),
None,
4,
4
)
# BITMAP: width: 8, height: 8
skull = SpriteImage(
bytearray([0,28,102,126,38,30,28,0]),
@@ -122,7 +143,8 @@ bigdoritoobstacle = SpriteImage(
)
# BITMAP: width: 16, height: 16
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,
16,
16
@@ -174,4 +196,32 @@ Doritoobstaclelvl5 = SpriteImage(
30
)
OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv, leaf,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]
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]

View File

@@ -1 +1,7 @@
CONST_FPS = 60
CONST_FPS = 60
ROOM_START = 0
ROOM_MAIN = 1
ROOM_END = 2
ROOM_NEXT = -1

269
player.py
View File

@@ -2,178 +2,215 @@ import time
import thumby
import math
import random
from collections import namedtuple
from Games.Throot.constants import CONST_FPS
# didplay width 72
# display height 40
# constants
CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height)
class Input:
def move_right(self):
return (
thumby.buttonA.pressed() or
thumby.buttonR.pressed()
)
def move_left(self):
return thumby.buttonL.pressed()
inp = Input()
CONST_INP_MOVE_LEFT = thumby.buttonL
CONST_INP_MOVE_RIGHT = thumby.buttonA
# classes
### classes
class Player:
def __init__(self):
self.prev_x = 0
self.prev_y = 0
self.xsub = float(thumby.display.width / 2)
self.ysub = float(0)
self.x = int(self.xsub)
self.y = int(self.ysub)
self.movespeed = 32 / CONST_FPS
self.isdecend = 1
self.xspeed = 32 / CONST_FPS
self.yspeed = 32 / CONST_FPS
self.accx = 1 / (CONST_FPS * 4)
self.accaccx = self.accx
self.input_x = float(0)
self.anim = PlayerAnimation(self.x, self.y)
self.debugvisible = True
# constants
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):
inp = int(0)
if CONST_INP_MOVE_LEFT.pressed():
inp -= 1
if CONST_INP_MOVE_RIGHT.pressed():
inp += 1
self.speed_x = self.speed_x_start
self.acc_x = self.acc_x_start
# debug visible
if thumby.buttonU.pressed():
self.debugvisible = not self.debugvisible
# y speed is constant
self.speed_y = 16
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
self.xspeed += self.accx
self.accx += self.accaccx
if (inp == 0) and (self.xspeed > self.movespeed):
self.xspeed = self.movespeed
self.accx = self.accaccx
# x input
if inp.move_left() and (not inp.move_right()):
self.input_x = -1
if inp.move_right() and (not inp.move_left()):
self.input_x = 1
if (not inp.move_left()) and (not inp.move_right()):
self.input_x = 0
xx = self.xsub + inp * self.xspeed
# acceleration and jerk
self.speed_x += self.acc_x * tpf
self.acc_x += self.jerk_x * tpf
# clamp to screen
self.xsub = max(min(xx, thumby.display.width - 1), 0)
# 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
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
self.x = int(self.xsub)
self.y = int(self.ysub)
# animation
self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y, current_depth)
### animation physics
self.anim.update_phys(camera)
def update_draw(self, plworldy):
# debug draw
if self.debugvisible:
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)
def update_draw(self, camera):
### animation render
self.anim.update_draw(camera, self.isdecend)
class Camera:
def __init__(self, target):
self.x = int(0)
self.y = int(0)
self.width = thumby.display.width
self.height = thumby.display.height
self.offset = -self.height / 2
self.target = target
def update_phys(self, plscreeny):
def entity_in_camera(self, ent_x, ent_y, ent_width = 0, ent_height = 0) -> bool:
return ent_x + ent_width >= self.x and ent_y + ent_height >= self.y and ent_x < self.x + self.width and ent_y < self.y + self.height
def relative_to_camera(self, global_x, global_y):
return (global_x - self.x, global_y - self.y)
def update_phys(self):
# position player
self.y = self.target.y - plscreeny
self.y = self.target.y + self.offset
class PlayerAnimation:
# width and height of range bounding box
RANDOM_RANGE = int(7)
POS_RANGE = int(3)
POS_X = int(0)
POS_Y = int(1)
MAX_ROOT_OFFSET = int(4)
def __init__(self, plworldx, plworldy):
self.poslist = [(plworldx, plworldy)]
self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_RANGE
MAX_GROW_DISTANCE = int(6)#int(3)
MIN_GROW_DISTANCE = int(2)
def update_phys(self, plworldx, plworldy, plscreeny, current_depth):
Point = namedtuple("Point", ["x", "y"])
def __init__(self, player):
self.player = player
#print(plworldx, plworldy, plscreeny, current_depth)
self.root_offset = self.MAX_ROOT_OFFSET
self.grow_distance = self.MAX_GROW_DISTANCE
### exit if player y pos less than random range
# # debug change random range
# inp = int(0)
# if thumby.buttonD.justPressed():
# inp -= 1
# if thumby.buttonU.justPressed():
# inp += 1
self.points = []
self.add_point()
self.debug_visible = False
self.debug_exact = True
def add_point(self):
self.points.append(self.Point(self.player.x, self.player.y))
def update_phys(self, camera):
# debug visible
if thumby.buttonB.justPressed():
self.debug_visible = not self.debug_visible
# if inp != 0:
# self.debugposrange = max(self.debugposrange + inp * 2, 1)
# print('debugposrange: ', self.debugposrange)
# debug exact
if thumby.buttonU.justPressed():
self.debug_exact = not self.debug_exact
# # if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.debugposrange):
# # return
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
# return
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE:
return
### get new position
rad = self.RANDOM_RANGE // 2
# # debug change random range
# inp = int(0)
# if thumby.buttonB.justPressed():
# inp -= 1
# 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)
# 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
)
# new pos is perfectly on player
self.poslist.append((plworldx, plworldy))
if dist_sqr < self.grow_distance ** 2:
return
# # debug
# self.poslist.append((plworldx, plworldy))
# set new grow distance
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
if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
self.poslist.pop(0)
# offset last root point to look random
self.points[-1] = self.Point(
self.points[-1].x + random.randrange(-self.root_offset, self.root_offset),
self.points[-1].y + random.randrange(-self.root_offset, self.root_offset)
)
# 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
#print(len(self.poslist))
self.points.pop(0)
def update_draw(self, topleft, prev_depth, isdecend=1):
### draw line from first position to next
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
#print(topleft)
for i in range(len(self.poslist) - 1):
# 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(self.poslist[i][self.POS_X]),
int(self.poslist[i][self.POS_Y] - topleft),
int(self.poslist[i + 1][self.POS_X]),
int(self.poslist[i + 1][self.POS_Y] - topleft),
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
thumby.display.drawLine(
int(x1),
int(y1),
int(x2),
int(y2),
isdecend
)

View File

@@ -1,9 +1,11 @@
from random import randint
import math
from random import randrange, random
import thumby
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:
"""
@@ -35,9 +37,9 @@ class Entity:
return False
rel_x = int(loc_x - self.x)
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.
@@ -48,15 +50,9 @@ class Entity:
:return:
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 False
max = current_depth
min = max - thumby.display.height
if self.y < (min - self.height) or self.y > max:
return False
return True
return camera.entity_in_camera(self.x, self.y, self.width, self.height)
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.
@@ -71,9 +67,9 @@ class Entity:
True if the game should keep this entity, false if the game should drop
this entity from memory.
"""
return False
return True
def render(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
def render(self, tpf: float, camera: Camera) -> bool:
"""
Sets the position of the sprite and draws it.
@@ -89,19 +85,28 @@ class Entity:
should be hidden.
"""
if self.sprite:
self.sprite.y = int(self.y - current_depth + thumby.display.height)
self.sprite.x = int(self.x)
if self.can_render(current_depth):
coordinates = camera.relative_to_camera(self.x, self.y)
self.sprite.x = coordinates[0]
self.sprite.y = coordinates[1]
if self.can_render(camera):
thumby.display.drawSprite(self.sprite)
return True
return False
class Obstacle(Entity):
def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
return self.can_render(current_depth)
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True
class Collectible(Entity):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.score = 'score' in kwargs and kwargs['score'] or 10
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True
def update_entities(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.
@@ -118,24 +123,40 @@ def update_entities(current_slice: ObstacleSlice, current_depth: int, prev_depth
:return:
A list of entities to generate this tick.
"""
OBSTACLE_BUFFER = 10
if current_depth == prev_depth:
# If we haven't moved, we don't need to spawn anything
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 prev_depth < current_depth and slice_prev_y > slice_y:
slice_prev_y -= ObstacleSlice.height
elif current_depth < prev_depth and slice_y > slice_prev_y:
slice_prev_y += ObstacleSlice.height
min_y = min(slice_prev_y, slice_y)
max_y = max(slice_prev_y, slice_y)
spawned = set()
for entity in current_slice.obstacle_map:
# The position the entity should spawn at, relative to the slice top
entity_y = entity[1]
if entity_y >= min_y and entity_y < max_y:
sprite_image = OBSTACLES[entity[2]]
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, entity[3], entity[4])
spawned.add(Obstacle(entity[0], entity_y + current_depth // ObstacleSlice.height * ObstacleSlice.height, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
max_spawned = randrange(0, difficulty + 1)
while len(spawned) < max_spawned and random() < (2 * math.pow(difficulty + 0.01, 2)) / (3 * math.pow(difficulty + 0.01, 2) + 20 * (difficulty + 0.01)) + 0.05:
if random() < 0.2:
Clazz = Collectible
if current_depth >= 0:
sprite_image = collectibleunder
else:
sprite_image = collectibleover
else:
Clazz = Obstacle
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
if sprite_image.width >= thumby.display.width:
x = 0
else:
x = randrange(0, thumby.display.width - sprite_image.width)
y = current_depth
if current_depth > prev_depth:
y += thumby.display.height // 2
elif current_depth < prev_depth:
y -= thumby.display.height // 2 + sprite_image.height
error = False
for entity in entities | spawned:
if x > (entity.x - OBSTACLE_BUFFER) and x <= (entity.x + entity.width + OBSTACLE_BUFFER) and y > (entity.y - OBSTACLE_BUFFER) and y <= (entity.y + entity.height + OBSTACLE_BUFFER):
error = True
break
if not error:
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
spawned.add(Clazz(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
return spawned