9 Commits

Author SHA1 Message Date
Markil3
6ccb425057 Sets collectibles for ascending. 2023-02-25 12:57:56 -07:00
Markil3
33ed9c062a Adds a second stage for ascending. 2023-02-25 04:47:02 -07:00
Neal Finger
3c41ef7535 Merge pull request #14 from Markil3/player-animation-update
Update player.py
2023-02-12 13:30:00 -07:00
Neal Finger
09870bfa81 Update player.py
bug fix
2023-02-12 13:29:38 -07:00
Neal Finger
c37d9d9911 Merge pull request #13 from Markil3/player-animation-update
Player animation update
2023-02-12 13:25:32 -07:00
Neal Finger
f34883b84f smooth root render
-root will always draw a line to the player position.  This makes the root growing animation look smoother and show the exact player position.
-dpad up toggles this
-button b toggles the debug render
2023-02-12 13:21:21 -07:00
Neal Finger
00f03652eb player movement
-input class rough draft
-use of time per frame for x movement
-y speed needed to be halved for some reason
-animation line drawing starts from player then moves outward to prepare for storing more points than can fit on the screen (scrolling up after complete stage)
2023-02-12 12:24:06 -07:00
Neal Finger
81bce7fe63 Update player.py
player root animation grows based on distance not just the y value

refactor the PlayerAnimation class
2023-02-11 14:10:35 -07:00
Neal Finger
5d3f661411 Merge pull request #12 from Markil3/title_screen
Title screen
2023-02-05 16:16:17 -07:00
4 changed files with 267 additions and 170 deletions

View File

@@ -100,6 +100,7 @@ class RoomTitle(Room):
thumby.display.drawSprite(spr_b) thumby.display.drawSprite(spr_b)
class GameLoop(Room): class GameLoop(Room):
def __init__(self): def __init__(self):
self.diving_velocity = 10 self.diving_velocity = 10
self.diving_accel = 0 self.diving_accel = 0
@@ -125,13 +126,17 @@ class GameLoop(Room):
) )
self.current_obstacle_slice = OBSTACLE_SLICES[0] self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player() self.player = Player()
self.player.yspeed = 10 self.player.speed_y = 16
self.player.isdecend = 1
self.score = 'score' in event and event['score'] or 0 self.score = 'score' in event and event['score'] or 0
self.level = 'level' in event and event['level'] or 0 self.level = 'level' in event and event['level'] or 0
self.finish_depth = 100 + 5 * self.level ** 2 self.finish_depth = 100 + 5 * self.level ** 2
self.finish_height = -self.finish_depth
self.camera = Camera(self.player) self.camera = Camera(self.player)
self.stage = DESCEND_STAGE
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))]
@@ -201,7 +206,7 @@ class GameLoop(Room):
""" """
super().update(tpf) super().update(tpf)
self.player.update_phys(tpf, self.camera) self.player.update_phys(tpf, self.stage in (DESCEND_STAGE, ASCEND_STAGE) and self.camera or None)
self.camera.update_phys() self.camera.update_phys()
@@ -231,15 +236,23 @@ class GameLoop(Room):
self.score += int(abs(self.player.ysub - self.player.prev_y) * 10) self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
# finish level # finish level
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5): if self.stage == DESCEND_STAGE:
self.score += 20 if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
self.level += 1 self.stage = ASCEND_STAGE
self.start({ self.player.ysub = 0
'score': self.score, self.player.prev_y = 0
'level': self.level self.player.speed_y *= -1
}) self.player.isdecend = 0
elif self.stage == ASCEND_STAGE:
if self.player.y < self.finish_height - int(thumby.display.height * 1.5):
self.score += 20
self.level += 1
self.start({
'score': self.score,
'level': self.level
})
thumby.display.fill(0) thumby.display.fill(int(self.player.y < 0))
self.draw_sky() self.draw_sky()
# Draw the entities # Draw the entities
for entity in self.entities: for entity in self.entities:
@@ -248,7 +261,7 @@ class GameLoop(Room):
self.draw_water() self.draw_water()
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1) thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, int(self.player.y > 0))
class EndRoom(Room): class EndRoom(Room):

View File

@@ -5,3 +5,13 @@ ROOM_MAIN = 1
ROOM_END = 2 ROOM_END = 2
ROOM_NEXT = -1 ROOM_NEXT = -1
# The first part of the level, where we are reaching the water
DESCEND_STAGE = 0
# The transition to the second part of the level, where the camera travels
# back to the surface
WATER_STAGE = 1
# The second part of the level, where we are growing into the sky
ASCEND_STAGE = 2
# The "level complete" animation
BLOOM_STAGE = 3

198
player.py
View File

@@ -2,19 +2,26 @@ import time
import thumby import thumby
import math import math
import random import random
from collections import namedtuple
from Games.Throot.constants import CONST_FPS from Games.Throot.constants import CONST_FPS
# didplay width 72 # didplay width 72
# display height 40 # display height 40
# constants class Input:
CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height) def move_right(self):
return (
thumby.buttonA.pressed() or
thumby.buttonR.pressed()
)
CONST_INP_MOVE_LEFT = thumby.buttonL def move_left(self):
CONST_INP_MOVE_RIGHT = thumby.buttonA return thumby.buttonL.pressed()
# classes inp = Input()
### classes
class Player: class Player:
def __init__(self): def __init__(self):
self.prev_x = 0 self.prev_x = 0
@@ -24,61 +31,74 @@ class Player:
self.x = int(self.xsub) self.x = int(self.xsub)
self.y = int(self.ysub) self.y = int(self.ysub)
self.movespeed = 32 / CONST_FPS
self.isdecend = 1 self.isdecend = 1
self.xspeed = 32 / CONST_FPS self.input_x = float(0)
self.yspeed = 32
self.accx = 1 / (CONST_FPS * 4) # constants
self.accaccx = self.accx self.speed_x_start = 32
self.speed_x_max = 200
self.acc_x_start = 64
self.jerk_x = 128
self.speed_x = self.speed_x_start
self.acc_x = self.acc_x_start
# y speed is constant
self.speed_y = 16
self.anim = PlayerAnimation(self)
self.anim = PlayerAnimation(self.x, self.y)
self.debugvisible = False
def update_phys(self, tpf, camera: Camera): def update_phys(self, tpf, camera: Camera):
# prevoius sub pixel position
self.prev_x = self.xsub self.prev_x = self.xsub
self.prev_y = self.ysub self.prev_y = self.ysub
inp = int(0)
if CONST_INP_MOVE_LEFT.pressed():
inp -= 1
if CONST_INP_MOVE_RIGHT.pressed():
inp += 1
# debug visible
if thumby.buttonU.pressed():
self.debugvisible = not self.debugvisible
### x movement ### x movement
self.xspeed += self.accx
self.accx += self.accaccx
if (inp == 0) and (self.xspeed > self.movespeed): # x input
self.xspeed = self.movespeed if inp.move_left() and (not inp.move_right()):
self.accx = self.accaccx 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 if (not inp.move_left()) and (not inp.move_right()):
self.xsub = max(min(xx, thumby.display.width - 1), 0) 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 ### y movement
self.ysub += self.yspeed * tpf # 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 ### pixel positions
self.x = int(self.xsub) self.x = int(self.xsub)
self.y = int(self.ysub) self.y = int(self.ysub)
# animation ### animation physics
self.anim.update_phys(self.x, self.y, camera) self.anim.update_phys(camera)
def update_draw(self, camera): def update_draw(self, camera):
# debug draw ### animation render
if self.debugvisible:
pix_x, pix_y = camera.relative_to_camera(self.x, self.y)
thumby.display.setPixel(int(pix_x), int(pix_y), self.isdecend)
# animation
self.anim.update_draw(camera, self.isdecend) self.anim.update_draw(camera, self.isdecend)
@@ -101,46 +121,92 @@ class Camera:
# position player # position player
self.y = self.target.y + self.offset self.y = self.target.y + self.offset
class PlayerAnimation: class PlayerAnimation:
# width and height of range bounding box must be odd MAX_ROOT_OFFSET = int(4)
RANDOM_RANGE = int(5)
POS_RANGE = int(3)
POS_X = int(0)
POS_Y = int(1)
def __init__(self, plworldx, plworldy): MAX_GROW_DISTANCE = int(6)#int(3)
self.poslist = [(plworldx, plworldy)] MIN_GROW_DISTANCE = int(2)
self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_RANGE
def update_phys(self, plworldx, plworldy, camera): Point = namedtuple("Point", ["x", "y"])
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE: def __init__(self, player):
return self.player = player
### get new position self.root_offset = self.MAX_ROOT_OFFSET
rad = self.RANDOM_RANGE // 2 self.grow_distance = self.MAX_GROW_DISTANCE
# move last pos self.points = []
self.poslist[-1] = ( self.add_point()
plworldx + random.randrange(-rad, rad),
plworldy + random.randrange(-rad, rad) self.debug_visible = False
self.debug_exact = True
def add_point(self):
self.points.append(self.Point(self.player.x, self.player.y))
def update_phys(self, camera):
# debug visible
if thumby.buttonB.justPressed():
self.debug_visible = not self.debug_visible
# 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
) )
# new pos is perfectly on player if dist_sqr < self.grow_distance ** 2:
self.poslist.append((plworldx, plworldy)) return
### remove the fist item in the list if its full line is off screen # set new grow distance
if not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]): self.grow_distance = random.randint(self.MIN_GROW_DISTANCE, self.MAX_GROW_DISTANCE)
self.poslist.pop(0)
# offset last root point to look random
self.points[-1] = self.Point(
self.points[-1].x + random.randrange(-self.root_offset, self.root_offset),
self.points[-1].y + random.randrange(-self.root_offset, self.root_offset)
)
# new root point created exactly on player
self.add_point()
# remove points in list that would make lines off the camera
for point in self.points[1:]:
if camera.entity_in_camera(point.x, point.y):
break
self.points.pop(0)
def update_draw(self, camera, isdecend=1): def update_draw(self, camera, isdecend=1):
### draw line from first position to next # 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
# 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(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
for i in range(len(self.poslist) - 1):
x1, y1 = camera.relative_to_camera(self.poslist[i][self.POS_X], self.poslist[i][self.POS_Y])
x2, y2 = camera.relative_to_camera(self.poslist[i + 1][self.POS_X], self.poslist[i + 1][self.POS_Y])
thumby.display.drawLine( thumby.display.drawLine(
int(x1), int(x1),
int(y1), int(y1),

View File

@@ -131,17 +131,25 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
return set() return set()
spawned = set() spawned = set()
max_spawned = randrange(0, difficulty + 1) if current_depth > 0:
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: max_spawned = randrange(0, difficulty + 1)
if random() < 0.2: else:
Clazz = Collectible max_spawned = randrange(0, int(5 / (0.3 * difficulty + 0.7)))
if current_depth >= 0: print(f"Spawning {max_spawned} entities this tick")
sprite_image = collectibleunder while len(spawned) < max_spawned:
else: if current_depth > 0:
sprite_image = collectibleover if random() >= (2 * math.pow(difficulty + 0.01, 2)) / (3 * math.pow(difficulty + 0.01, 2) + 20 * (difficulty + 0.01)) + 0.05:
else: print(f"Cancelling obstacles after {len(spawned)} entities")
break
Clazz = Obstacle Clazz = Obstacle
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))] sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
else:
if random() >= 1 / (math.pow(difficulty, 2) + 3):
print(f"Cancelling obstacles after {len(spawned)} entities")
break
Clazz = Collectible
sprite_image = collectibleover
if sprite_image.width >= thumby.display.width: if sprite_image.width >= thumby.display.width:
x = 0 x = 0
else: else:
@@ -157,6 +165,6 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
error = True error = True
break break
if not error: if not error:
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False) sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, int(y < 0), False, False)
spawned.add(Clazz(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 return spawned