21 Commits

Author SHA1 Message Date
Neal Finger
bf910238b9 level complete
water animations and start new level
2023-02-05 14:05:23 -07:00
William Hubbard
e03d74be36 Adds rooms constants
Forgot to commit this.
2023-02-05 13:09:30 -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
William Hubbard
ad4a5de10e Fixes a few art assets 2023-02-05 09:45:20 -07:00
William Hubbard
e25a5dd9cc Adds the rest of the art assets. 2023-02-05 08:50:30 -07:00
CostaRic
15e3c33c87 Merge branch 'master' of https://github.com/Markil3/Throot 2023-02-04 23:31:30 -07:00
CostaRic
9dd1c7df90 Update ThrootArtAssets.py
aupdted Throot Art Asset Library
2023-02-04 23:31:24 -07:00
Neal Finger
df4fd1228e Merge pull request #7 from Markil3/player_animation_fix
take out print
2023-02-04 23:21:14 -07:00
Neal Finger
176d89ea14 take out print
take out print
2023-02-04 23:20:57 -07:00
Neal Finger
6cd766a848 Merge pull request #6 from Markil3/player_animation_fix
player animation fix
2023-02-04 22:59:17 -07:00
Neal Finger
4b8eb17ba1 player animation fix
edited throop, player
2023-02-04 22:58:07 -07:00
William Hubbard
f2c7f19d96 Merge pull request #5 from Markil3/subpixel-collisions
Adds sub-pixel collisions
2023-02-04 22:21:16 -07:00
William Hubbard
ce1436b1c2 Adds sub-pixel collisions 2023-02-04 22:11:39 -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
7 changed files with 306 additions and 80 deletions

192
Throot.py
View File

@@ -1,20 +1,82 @@
import time import time
import thumby
import math import math
import thumby
import Games.Throot.map import Games.Throot.map
import Games.Throot.sprites import Games.Throot.sprites
from Games.Throot.artrepository import OBSTACLES
from Games.Throot.player import Player
from random import randrange from random import randrange
from Games.Throot.artrepository import *
import thumby from Games.Throot.player import Player
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import update_entities from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.constants import *
class GameLoop:
class GameManager:
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, 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(event)
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(event)
class Room:
def start(self, event):
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 {
'room': ROOM_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): def __init__(self):
self.current_depth = 0 self.current_depth = 0
self.diving_velocity = 10 self.diving_velocity = 10
@@ -23,52 +85,146 @@ class GameLoop:
self.entities = set() self.entities = set()
self.player = Player() self.player = Player()
self.score = 0
self.level = 0
self.finish_depth = 0
self.waterx = float(0)
def start(self, event):
self.current_depth = 0
self.entities.clear()
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player()
self.score = 0
self.finish_depth = 100 + 5 * self.level ** 2
def get_obstacle_slice(self): def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))] return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
def draw_water(self):
# bookwater
# exit if depth is less than 2 screens of the finish depth
if self.current_depth + thumby.display.height * 2 < self.finish_depth:
return
self.waterx += sprite_water.width / CONST_FPS
if self.waterx > sprite_water.width:
self.waterx = 0
to_screeny = int(thumby.display.height - self.current_depth)
# water surface.
for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
thumby.display.blit(
sprite_water[0],
(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
self.finish_depth - sprite_water.height + to_screeny, sprite_water.width, sprite_water.height,
0, 0, 0
)
# water below surface
thumby.display.drawFilledRectangle(
0, self.finish_depth + to_screeny,
thumby.display.width, self.finish_depth + thumby.display.height * 3,
1,
)
# win text
if self.current_depth > self.finish_depth + (thumby.display.height // 2):
thumby.display.drawText('water reach!', 0, thumby.display.height // 2, 0)
def update(self, tpf): def update(self, tpf):
""" """
Executes one tick of the game Executes one tick of the game
""" """
super().update(tpf)
prev_depth = self.current_depth prev_depth = self.current_depth
self.diving_velocity += self.diving_accel * tpf self.diving_velocity += self.diving_accel * tpf
self.current_depth += self.diving_velocity * tpf self.current_depth += self.diving_velocity * tpf
#print("%f (%f)" % (self.current_depth, self.current_depth % ObstacleSlice.height))
if self.current_depth % ObstacleSlice.height < prev_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.current_obstacle_slice = self.get_obstacle_slice()
self.player.update_phys(self.current_depth, prev_depth) self.player.update_phys(self.current_depth, prev_depth)
# Generate new entities as needed # Generate new entities as needed
self.entities |= update_entities(self.current_obstacle_slice, self.current_depth, prev_depth) self.entities |= update_entities(self.entities, 5, self.current_depth, prev_depth)
# Updates the entities # Updates the entities
to_remove = set() to_remove = set()
for entity in self.entities: for entity in self.entities:
if not entity.update(tpf, self.current_depth, prev_depth): if not entity.update(tpf, self.current_depth, prev_depth):
to_remove.add(entity) to_remove.add(entity)
elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
if isinstance(entity, Obstacle):
return {
'room': ROOM_END,
'score': self.score,
'level': self.level + 1
}
self.entities -= to_remove self.entities -= to_remove
self.score = int(self.current_depth * 10)
# finish level
if self.current_depth > self.finish_depth + int(thumby.display.height * 1.5):
self.level += 1
self.start({})
thumby.display.fill(0) thumby.display.fill(0)
# Draw the entities # Draw the entities
for entity in self.entities: for entity in self.entities:
entity.render(tpf, self.current_depth, prev_depth) entity.render(tpf, self.current_depth, prev_depth)
self.player.update_draw(self.current_depth, prev_depth)
thumby.display.update() self.draw_water()
self.player.update_draw(self.player.y)
def main(): thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
# Set the FPS (without this call, the default fps is 30)
thumby.display.setFPS(60)
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)
print("Starting game loop") def main():
loop = GameLoop() game = GameManager(RoomTitle(), GameLoop(), EndRoom())
game.start()
prev_time = 0 prev_time = 0
while True: while True:
t0 = time.ticks_ms() t0 = time.ticks_ms()
tps = (t0 - prev_time) / 1000 tps = (t0 - prev_time) / 1000
loop.update(tps) #loop.update(tps)
game.update(tps)
prev_time = t0 prev_time = t0
main() main()

BIN
ThrootTitle.raw Normal file

Binary file not shown.

View File

@@ -4,28 +4,21 @@ SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"
# 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 +32,21 @@ 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 +54,132 @@ 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
)
OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]

6
constants.py Normal file
View File

@@ -0,0 +1,6 @@
CONST_FPS = 60
ROOM_START = 0
ROOM_MAIN = 1
ROOM_END = 2
ROOM_NEXT = -1

1
flowerpetal.raw Normal file
View File

@@ -0,0 +1 @@
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?؟؟7هك<D987><D983><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>؟؟؟s<><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>هـَ<D980><D98E><EFBFBD>؟<EFBFBD><D89F><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ّ<><D991><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><01><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ك<><D983><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ُُ<D98F><D98F><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>د<><D8AF><EFBFBD><EFBFBD><EFBFBD>ا<EFBFBD><D8A7><EFBFBD><EFBFBD><EFBFBD>ه<><D987><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>هد<D987><D8AF><EFBFBD><EFBFBD><EFBFBD>ا<><D8A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ُ<EFBFBD>؟<EFBFBD><D89F><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>

View File

@@ -3,11 +3,12 @@ import thumby
import math import math
import random import random
from Games.Throot.constants import CONST_FPS
# didplay width 72 # didplay width 72
# display height 40 # display height 40
# constants # constants
CONST_FPS = 60
CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height) CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height)
CONST_INP_MOVE_LEFT = thumby.buttonL CONST_INP_MOVE_LEFT = thumby.buttonL
@@ -64,17 +65,17 @@ class Player:
self.y = int(self.ysub) self.y = int(self.ysub)
# animation # 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 # debug draw
if self.debugvisible: if self.debugvisible:
pix_x = self.x 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) thumby.display.setPixel(pix_x, pix_y, self.isdecend)
# animation # animation
self.anim.update_draw(current_depth, prev_depth, self.isdecend) self.anim.update_draw(plworldy - 20, self.isdecend)
class Camera: class Camera:
@@ -100,7 +101,9 @@ class PlayerAnimation:
self.debugrandomrange = self.RANDOM_RANGE self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_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 ### exit if player y pos less than random range
# # debug change random range # # debug change random range
@@ -120,7 +123,7 @@ class PlayerAnimation:
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange: # if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
# return # return
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE: if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.POS_RANGE):
return return
### get new position ### get new position
@@ -156,19 +159,21 @@ class PlayerAnimation:
# self.poslist.append((plworldx, plworldy)) # self.poslist.append((plworldx, plworldy))
### remove the fist item in the list if its full line is off screen ### remove the fist item in the list if its full line is off screen
#if self.poslist[1][self.POS_Y] < plworldy - plscreeny: if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
# self.poslist.pop(0) self.poslist.pop(0)
#print(len(self.poslist)) #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 ### draw line from first position to next
#print(topleft)
for i in range(len(self.poslist) - 1): for i in range(len(self.poslist) - 1):
thumby.display.drawLine( thumby.display.drawLine(
int(self.poslist[i][self.POS_X]), 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(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 isdecend
) )

View File

@@ -1,4 +1,5 @@
from random import randint import math
from random import randrange, random
import thumby import thumby
@@ -33,8 +34,8 @@ 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] >> (self.height - rel_y)) & 1)
def can_render(self, current_depth: int) -> bool: def can_render(self, current_depth: int) -> bool:
@@ -101,7 +102,7 @@ class Obstacle(Entity):
return self.can_render(current_depth) return self.can_render(current_depth)
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 +119,28 @@ 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: max_spawned = 1#randrange(0, difficulty + 1)
# The position the entity should spawn at, relative to the slice top 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:
entity_y = entity[1] sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
if entity_y >= slice_prev_y and entity_y < slice_y: if sprite_image.width >= thumby.display.width:
sprite_image = OBSTACLES[entity[2]] x = 0
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, entity[3], entity[4]) else:
spawned.add(Obstacle(entity[0], entity_y + current_depth // ObstacleSlice.height * ObstacleSlice.height, sprite_image.width, sprite_image.height, sprite_image.collision, sprite)) x = randrange(0, thumby.display.width - sprite_image.width)
y = current_depth
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(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
return spawned return spawned