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random-obs
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221
Throot.py
221
Throot.py
@@ -7,15 +7,15 @@ import Games.Throot.map
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import Games.Throot.sprites
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from random import randrange
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from Games.Throot.artrepository import OBSTACLES
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from Games.Throot.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.sprites import Obstacle, update_entities
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from Games.Throot.constants import CONST_FPS
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from Games.Throot.sprites import Entity, Obstacle, Collectible, update_entities
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from Games.Throot.constants import *
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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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self.rooms = rooms
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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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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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self.room_index = min(self.room_index + 1, len(self.rooms))
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else:
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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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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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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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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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thumby.display.fill(0) # Fill canvas to black
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@@ -58,82 +62,217 @@ class RoomTitle(Room):
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super().update(tpf)
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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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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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x = int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
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y = int(round(thumby.display.height / 2 - chr_len / 2))
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thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
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-1, 0, 0)
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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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w = chr_len * len(title_text) + buff
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h = chr_len + buff
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thumby.display.drawFilledRectangle(x - buff, y - buff, w, h, 1)
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thumby.display.drawText(title_text, x, y, 0)
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x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
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y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
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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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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_accel = 0
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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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.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.yspeed = 10
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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.camera = Camera(self.player)
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def get_obstacle_slice(self):
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return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
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def draw_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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"""
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Executes one tick of the game
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"""
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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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#print("%f (%f)" % (self.current_depth, self.current_depth % ObstacleSlice.height))
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self.player.update_phys(tpf, self.camera)
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#print("%f -> %f: %f -> %f" % (prev_depth, self.current_depth, prev_depth % ObstacleSlice.height, self.current_depth % ObstacleSlice.height))
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if (
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self.current_depth > prev_depth and self.current_depth % ObstacleSlice.height < prev_depth % ObstacleSlice.height
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or self.current_depth < prev_depth and self.current_depth % ObstacleSlice.height > prev_depth % ObstacleSlice.height
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):
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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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self.entities |= update_entities(self.entities, 5, 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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to_remove = set()
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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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print("Hit!")
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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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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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# finish level
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if self.player.y > self.finish_depth + 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(0)
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self.draw_sky()
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# Draw the entities
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for entity in self.entities:
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entity.render(tpf, self.current_depth, prev_depth)
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self.player.update_draw(self.player.y)
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entity.render(tpf, self.camera)
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self.player.update_draw(self.camera)
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self.draw_water()
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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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thumby.display.update()
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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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game = GameManager(RoomTitle(), GameLoop())
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game = GameManager(RoomTitle(), GameLoop(), EndRoom())
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game.start()
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prev_time = 0
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BIN
ThrootTitle.bmp
Normal file
BIN
ThrootTitle.bmp
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 114 KiB |
BIN
ThrootTitleSingleFrame.bmp
Normal file
BIN
ThrootTitleSingleFrame.bmp
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.0 KiB |
@@ -2,6 +2,27 @@ from collections import namedtuple
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SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"])
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seed = SpriteImage(
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bytearray([8,20,46,46,62,62,46,62,46,12,0]),
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None,
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11,
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7
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)
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collectibleover = SpriteImage(
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bytearray([9,4,6,9]),
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None,
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4,
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4
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)
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collectibleunder = SpriteImage(
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bytearray([6,11,9,6]),
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None,
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4,
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4
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)
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# BITMAP: width: 8, height: 8
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skull = SpriteImage(
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bytearray([0,28,102,126,38,30,28,0]),
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@@ -175,4 +196,32 @@ Doritoobstaclelvl5 = SpriteImage(
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30
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)
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sprite_water = SpriteImage(
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bytearray([224,240,240,248,252,248,240,240]),
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None,
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8,
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8
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)
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sprite_title = SpriteImage(
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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]),
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None,
|
||||
72,
|
||||
40
|
||||
)
|
||||
|
||||
sprite_buttona1 = SpriteImage(
|
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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]
|
||||
|
||||
@@ -1 +1,7 @@
|
||||
CONST_FPS = 60
|
||||
|
||||
ROOM_START = 0
|
||||
ROOM_MAIN = 1
|
||||
ROOM_END = 2
|
||||
ROOM_NEXT = -1
|
||||
|
||||
|
||||
259
player.py
259
player.py
@@ -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()
|
||||
)
|
||||
|
||||
CONST_INP_MOVE_LEFT = thumby.buttonL
|
||||
CONST_INP_MOVE_RIGHT = thumby.buttonA
|
||||
def move_left(self):
|
||||
return thumby.buttonL.pressed()
|
||||
|
||||
# classes
|
||||
inp = Input()
|
||||
|
||||
### 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
|
||||
|
||||
xx = self.xsub + inp * self.xspeed
|
||||
if inp.move_right() and (not inp.move_left()):
|
||||
self.input_x = 1
|
||||
|
||||
# clamp to screen
|
||||
self.xsub = max(min(xx, thumby.display.width - 1), 0)
|
||||
if (not inp.move_left()) and (not inp.move_right()):
|
||||
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
|
||||
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):
|
||||
# position player
|
||||
self.y = self.target.y - 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 + 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"])
|
||||
|
||||
#print(plworldx, plworldy, plscreeny, current_depth)
|
||||
def __init__(self, player):
|
||||
self.player = player
|
||||
|
||||
### 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.root_offset = self.MAX_ROOT_OFFSET
|
||||
self.grow_distance = self.MAX_GROW_DISTANCE
|
||||
|
||||
# if inp != 0:
|
||||
# self.debugposrange = max(self.debugposrange + inp * 2, 1)
|
||||
# print('debugposrange: ', self.debugposrange)
|
||||
self.points = []
|
||||
self.add_point()
|
||||
|
||||
# # if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.debugposrange):
|
||||
# # return
|
||||
self.debug_visible = False
|
||||
self.debug_exact = True
|
||||
|
||||
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
|
||||
# return
|
||||
def add_point(self):
|
||||
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
|
||||
|
||||
### get new position
|
||||
rad = self.RANDOM_RANGE // 2
|
||||
# set new grow distance
|
||||
self.grow_distance = random.randint(self.MIN_GROW_DISTANCE, self.MAX_GROW_DISTANCE)
|
||||
|
||||
# # 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)
|
||||
# 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 pos is perfectly on player
|
||||
self.poslist.append((plworldx, plworldy))
|
||||
# new root point created exactly on player
|
||||
self.add_point()
|
||||
|
||||
# # debug
|
||||
# self.poslist.append((plworldx, plworldy))
|
||||
# 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
|
||||
|
||||
### 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)
|
||||
self.points.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):
|
||||
### draw line from first position to next
|
||||
|
||||
#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
|
||||
)
|
||||
|
||||
56
sprites.py
56
sprites.py
@@ -4,7 +4,8 @@ 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:
|
||||
"""
|
||||
@@ -36,9 +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.
|
||||
|
||||
@@ -49,15 +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.
|
||||
|
||||
@@ -72,9 +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.
|
||||
|
||||
@@ -90,16 +85,25 @@ 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(entities, difficulty: int, current_depth: int, prev_depth: int):
|
||||
@@ -127,14 +131,26 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
|
||||
return set()
|
||||
|
||||
spawned = set()
|
||||
max_spawned = 1#randrange(0, difficulty + 1)
|
||||
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):
|
||||
@@ -142,5 +158,5 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
|
||||
break
|
||||
if not error:
|
||||
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
|
||||
spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
|
||||
spawned.add(Clazz(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
|
||||
return spawned
|
||||
|
||||
Reference in New Issue
Block a user