8 Commits

Author SHA1 Message Date
Neal Finger
176d89ea14 take out print
take out print
2023-02-04 23:20:57 -07:00
Neal Finger
4b8eb17ba1 player animation fix
edited throop, player
2023-02-04 22:58:07 -07:00
CostaRic
8ad6236ff7 Create flowerpetal.raw
flowerpetal.raw added to repository
2023-02-04 20:50:55 -07:00
CostaRic
d0cf8f2a20 Throot Art asset update Added ThrootTiltle.raw to repository
Throot Art asset update

Added ThrootTiltle.raw to repository
2023-02-04 20:48:59 -07:00
William Hubbard
6004a54e9f Merge branch 'master' of https://github.com/Markil3/Throot 2023-02-04 20:26:44 -07:00
Neal Finger
c668a68097 Merge pull request #4 from Markil3/game_manager
Game Manager
2023-02-04 20:25:25 -07:00
Neal Finger
7e454cd8e4 Game Manager
merge of game manager,  Gameloop and player animation. Animation is brocken.
2023-02-04 20:24:16 -07:00
William Hubbard
11667a1b92 Adds a score system 2023-02-04 18:56:46 -07:00
6 changed files with 160 additions and 26 deletions

View File

@@ -1,20 +1,79 @@
import time
import thumby
import math
import thumby
import Games.Throot.map
import Games.Throot.sprites
from Games.Throot.artrepository import OBSTACLES
from Games.Throot.player import Player
from random import randrange
import thumby
from Games.Throot.artrepository import OBSTACLES
from Games.Throot.player import Player
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import update_entities
from Games.Throot.constants import CONST_FPS
class GameLoop:
class GameManager:
EVENT_ROOM_CHANGE = {'start': 0, 'main': 1, 'end': 2, 'next': -1}
def __init__(self, *rooms):
self.rooms = rooms
self.room_index = 0
def start(self):
# Set the FPS (without this call, the default fps is 30)
thumby.display.setFPS(CONST_FPS)
def room_goto(self, index):
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()
def restart(self):
self.room_index = 0
def update(self, tpf):
event = self.rooms[self.room_index].update(tpf)
thumby.display.update()
if event:
self.room_goto(self.EVENT_ROOM_CHANGE[event])
class Room:
def start(self):
t0 = time.ticks_ms() # Get time (ms)
thumby.display.fill(0) # Fill canvas to black
def update(self, tpf):
pass
class RoomTitle(Room):
def update(self, tpf):
super().update(tpf)
if thumby.inputPressed():
return 'main'
# draw title sprite
title_text = 'press a to start'
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))
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)
class GameLoop(Room):
def __init__(self):
self.current_depth = 0
self.diving_velocity = 10
@@ -24,6 +83,8 @@ class GameLoop:
self.player = Player()
self.score = 0
def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
@@ -31,6 +92,7 @@ class GameLoop:
"""
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
@@ -50,25 +112,27 @@ class GameLoop:
to_remove.add(entity)
self.entities -= to_remove
self.score = int(self.current_depth * 10)
thumby.display.fill(0)
# Draw the entities
for entity in self.entities:
entity.render(tpf, self.current_depth, prev_depth)
self.player.update_draw(self.current_depth, prev_depth)
self.player.update_draw(self.player.y)
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
thumby.display.update()
def main():
# Set the FPS (without this call, the default fps is 30)
thumby.display.setFPS(60)
print("Starting game loop")
loop = GameLoop()
game = GameManager(RoomTitle(), GameLoop())
game.start()
prev_time = 0
while True:
t0 = time.ticks_ms()
tps = (t0 - prev_time) / 1000
loop.update(tps)
#loop.update(tps)
game.update(tps)
prev_time = t0
main()

63
ThrootArtAssets.py Normal file

File diff suppressed because one or more lines are too long

BIN
ThrootTitle.raw Normal file

Binary file not shown.

1
constants.py Normal file
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@@ -0,0 +1 @@
CONST_FPS = 60

1
flowerpetal.raw Normal file
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@@ -0,0 +1 @@
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@@ -3,11 +3,12 @@ import thumby
import math
import random
from Games.Throot.constants import CONST_FPS
# didplay width 72
# display height 40
# constants
CONST_FPS = 60
CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height)
CONST_INP_MOVE_LEFT = thumby.buttonL
@@ -64,17 +65,17 @@ class Player:
self.y = int(self.ysub)
# animation
self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y)
self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y, current_depth)
def update_draw(self, current_depth, prev_depth):
def update_draw(self, plworldy):
# debug draw
if self.debugvisible:
pix_x = self.x
pix_y = int(current_depth - self.y)
pix_y = int(self.y - plworldy + 20)
thumby.display.setPixel(pix_x, pix_y, self.isdecend)
# animation
self.anim.update_draw(current_depth, prev_depth, self.isdecend)
self.anim.update_draw(plworldy - 20, self.isdecend)
class Camera:
@@ -100,7 +101,9 @@ class PlayerAnimation:
self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_RANGE
def update_phys(self, plworldx, plworldy, plscreeny):
def update_phys(self, plworldx, plworldy, plscreeny, current_depth):
#print(plworldx, plworldy, plscreeny, current_depth)
### exit if player y pos less than random range
# # debug change random range
@@ -156,19 +159,21 @@ class PlayerAnimation:
# self.poslist.append((plworldx, plworldy))
### 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)
if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
self.poslist.pop(0)
#print(len(self.poslist))
def update_draw(self, current_depth, prev_depth, isdecend=1):
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):
thumby.display.drawLine(
int(self.poslist[i][self.POS_X]),
int(current_depth - self.poslist[i][self.POS_Y]),
int(self.poslist[i][self.POS_Y] - topleft),
int(self.poslist[i + 1][self.POS_X]),
int(current_depth - self.poslist[i + 1][self.POS_Y]),
int(self.poslist[i + 1][self.POS_Y] - topleft),
isdecend
)