16 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
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
7 changed files with 197 additions and 48 deletions

111
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.artrepository import *
from Games.Throot.player import Player
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.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 +42,11 @@ 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 start(self, event):
t0 = time.ticks_ms() # Get time (ms)
thumby.display.fill(0) # Fill canvas to black
@@ -58,7 +59,9 @@ class RoomTitle(Room):
super().update(tpf)
if thumby.inputPressed():
return 'main'
return {
'room': ROOM_MAIN
}
# draw title sprite
title_text = 'press a to start'
@@ -84,10 +87,57 @@ class GameLoop(Room):
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):
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):
"""
Executes one tick of the game
@@ -109,7 +159,7 @@ class GameLoop(Room):
self.player.update_phys(self.current_depth, prev_depth)
# 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
to_remove = set()
@@ -118,22 +168,55 @@ class GameLoop(Room):
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
}
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)
# 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.draw_water()
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()
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

BIN
ThrootTitle.raw Normal file

Binary file not shown.

View File

@@ -122,13 +122,64 @@ 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
)
UNDERGROUND_OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle]
OVERGROUND_OBSTACLES = [spaceinv, leaf]
annoydead = SpriteImage(
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]

View File

@@ -1 +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 @@
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@@ -65,17 +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:
@@ -101,7 +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
@@ -121,7 +123,7 @@ class PlayerAnimation:
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
# 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
### get new position
@@ -157,19 +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
)

View File

@@ -1,4 +1,5 @@
from random import randint
import math
from random import randrange, random
import thumby
@@ -101,7 +102,7 @@ class Obstacle(Entity):
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.
@@ -118,24 +119,28 @@ 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 = 1#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:
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
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