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

135
Throot.py
View File

@@ -30,29 +30,29 @@ class GameManager:
self.room_index = min(self.room_index + 1, len(self.rooms)) self.room_index = min(self.room_index + 1, len(self.rooms))
else: else:
self.room_index = index self.room_index = index
self.rooms[self.room_index].start(event) self.rooms[self.room_index].start(event)
def restart(self): def restart(self):
self.room_index = 0 self.room_index = 0
def update(self, tpf): def update(self, tpf):
event = self.rooms[self.room_index].update(tpf) event = self.rooms[self.room_index].update(tpf)
thumby.display.update() thumby.display.update()
if event: if event:
self.room_goto(event) self.room_goto(event)
class Room: class Room:
def __init__(self): def __init__(self):
self.ind_button = 0 self.ind_button = 0
def start(self, event): def start(self, event):
t0 = time.ticks_ms() # Get time (ms) t0 = time.ticks_ms() # Get time (ms)
thumby.display.fill(0) # Fill canvas to black thumby.display.fill(0) # Fill canvas to black
def update(self, tpf): def update(self, tpf):
pass pass
@@ -60,46 +60,47 @@ class Room:
class RoomTitle(Room): class RoomTitle(Room):
def update(self, tpf): def update(self, tpf):
super().update(tpf) super().update(tpf)
if thumby.inputPressed(): if thumby.inputPressed():
return { return {
'room': ROOM_MAIN 'room': ROOM_MAIN
} }
# draw title sprite # draw title sprite
#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image) #thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height, thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
-1, 0, 0) -1, 0, 0)
# title text # title text
chrx = 5 chrx = 5
chry = 7 chry = 7
buff = 2 buff = 2
x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2)) x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2)) y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
w = chrx * 6 + buff w = chrx * 6 + buff
h = chry + buff h = chry + buff
thumby.display.drawFilledRectangle(x - buff, y - buff, w, h * 2 + buff, 0) thumby.display.drawFilledRectangle(x - buff, y - buff, w, h * 2 + buff, 0)
#thumby.display.drawText('press a', x, y, 0) #thumby.display.drawText('press a', x, y, 0)
thumby.display.drawText('start', x, y, 1) thumby.display.drawText('start', x, y, 1)
spr_b = thumby.Sprite(sprite_buttona1.width, sprite_buttona1.height, sprite_buttona1.image + sprite_buttona2.image, 2, 40 - 8, spr_b = thumby.Sprite(sprite_buttona1.width, sprite_buttona1.height, sprite_buttona1.image + sprite_buttona2.image, 2, 40 - 8,
-1, 0, 0) -1, 0, 0)
# thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height, # thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
# -1, 0, 0) # -1, 0, 0)
self.ind_button = (self.ind_button + 1) % (2 * CONST_FPS) self.ind_button = (self.ind_button + 1) % (2 * CONST_FPS)
spr_b.setFrame(self.ind_button // (2 * CONST_FPS)) spr_b.setFrame(self.ind_button // (2 * CONST_FPS))
#print(self.ind_button // CONST_FPS) #print(self.ind_button // CONST_FPS)
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
@@ -108,16 +109,16 @@ class GameLoop(Room):
self.player = None self.player = None
self.camera = None self.camera = None
self.score = 0 self.score = 0
self.level = 0 self.level = 0
self.finish_depth = 0 self.finish_depth = 0
self.waterx = float(0) self.waterx = float(0)
seed_sprite = thumby.Sprite(seed.width, seed.height, seed.image, 0, 0, 0, False, False) seed_sprite = thumby.Sprite(seed.width, seed.height, seed.image, 0, 0, 0, False, False)
self.seed = Entity((thumby.display.width - seed.width) // 2, 0, seed.width, seed.height, None, seed_sprite) self.seed = Entity((thumby.display.width - seed.width) // 2, 0, seed.width, seed.height, None, seed_sprite)
def start(self, event): def start(self, event):
self.entities.clear() self.entities.clear()
self.entities.add( self.entities.add(
@@ -125,16 +126,20 @@ 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))]
def draw_sky(self): def draw_sky(self):
sky_x = 0 sky_x = 0
sky_y = -thumby.display.height sky_y = -thumby.display.height
@@ -150,46 +155,46 @@ class GameLoop(Room):
if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height): if self.camera.entity_in_camera(sky_x, sky_y, sky_width, sky_height):
sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y) sky_x, sky_y = self.camera.relative_to_camera(sky_x, sky_y)
thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 0) thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 0)
def draw_water(self): def draw_water(self):
# bookwater # bookwater
# exit if depth is less than 2 screens of the finish depth # exit if depth is less than 2 screens of the finish depth
if self.player.y + thumby.display.height < self.finish_depth: if self.player.y + thumby.display.height < self.finish_depth:
return return
self.waterx += sprite_water.width / CONST_FPS self.waterx += sprite_water.width / CONST_FPS
if self.waterx > sprite_water.width: if self.waterx > sprite_water.width:
self.waterx = 0 self.waterx = 0
# water surface. # water surface.
for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1): for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
x, y = self.camera.relative_to_camera( x, y = self.camera.relative_to_camera(
(int(self.waterx) - sprite_water.width) + i * sprite_water.width, (int(self.waterx) - sprite_water.width) + i * sprite_water.width,
self.finish_depth self.finish_depth
) )
thumby.display.blit( thumby.display.blit(
sprite_water[0], sprite_water[0],
int(x), int(y), int(x), int(y),
sprite_water.width, sprite_water.height, sprite_water.width, sprite_water.height,
0, 0,
0, 0 0, 0
) )
# water below surface # water below surface
x, y = self.camera.relative_to_camera( x, y = self.camera.relative_to_camera(
0, 0,
self.finish_depth self.finish_depth
) )
thumby.display.drawFilledRectangle( thumby.display.drawFilledRectangle(
int(x), int(y) + sprite_water.height, int(x), int(y) + sprite_water.height,
thumby.display.width, self.finish_depth + thumby.display.height * 3, thumby.display.width, self.finish_depth + thumby.display.height * 3,
1, 1,
) )
# win text # win text
if self.player.y > self.finish_depth + (thumby.display.height // 2): if self.player.y > self.finish_depth + (thumby.display.height // 2):
thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0) thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0)
@@ -201,8 +206,8 @@ 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()
# Generate new entities as needed # Generate new entities as needed
@@ -227,19 +232,27 @@ class GameLoop(Room):
self.score += entity.score self.score += entity.score
to_remove.add(entity) to_remove.add(entity)
self.entities -= to_remove self.entities -= to_remove
self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
# finish level
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
self.score += 20
self.level += 1
self.start({
'score': self.score,
'level': self.level
})
thumby.display.fill(0) self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
# finish level
if self.stage == DESCEND_STAGE:
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
self.stage = ASCEND_STAGE
self.player.ysub = 0
self.player.prev_y = 0
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(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:
@@ -247,19 +260,19 @@ class GameLoop(Room):
self.player.update_draw(self.camera) self.player.update_draw(self.camera)
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):
def __init__(self): def __init__(self):
self.score = 0 self.score = 0
def start(self, event): def start(self, event):
self.score = event['score'] self.score = event['score']
# Used to make sure that we aren't triggering from input mean't for the game. # Used to make sure that we aren't triggering from input mean't for the game.
self.still_pressed = thumby.inputPressed() self.still_pressed = thumby.inputPressed()
def update(self, tpf): def update(self, tpf):
if not thumby.inputPressed(): if not thumby.inputPressed():
self.still_pressed = False self.still_pressed = False
@@ -271,7 +284,7 @@ class EndRoom(Room):
thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1) 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) thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
def main(): def main():
game = GameManager(RoomTitle(), GameLoop(), EndRoom()) game = GameManager(RoomTitle(), GameLoop(), EndRoom())
game.start() game.start()

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

252
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
@@ -23,64 +30,77 @@ class Player:
self.ysub = float(0) self.ysub = float(0)
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.anim = PlayerAnimation(self.x, self.y) self.acc_x_start = 64
self.debugvisible = False 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)
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 # x input
if inp.move_left() and (not inp.move_right()):
if (inp == 0) and (self.xspeed > self.movespeed): self.input_x = -1
self.xspeed = self.movespeed
self.accx = self.accaccx if inp.move_right() and (not inp.move_left()):
self.input_x = 1
xx = self.xsub + inp * self.xspeed
if (not inp.move_left()) and (not inp.move_right()):
# clamp to screen self.input_x = 0
self.xsub = max(min(xx, thumby.display.width - 1), 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)
class Camera: class Camera:
def __init__(self, target): def __init__(self, target):
@@ -90,60 +110,106 @@ class Camera:
self.height = thumby.display.height self.height = thumby.display.height
self.offset = -self.height / 2 self.offset = -self.height / 2
self.target = target self.target = target
def entity_in_camera(self, ent_x, ent_y, ent_width = 0, ent_height = 0) -> bool: 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 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): def relative_to_camera(self, global_x, global_y):
return (global_x - self.x, global_y - self.y) return (global_x - self.x, global_y - self.y)
def update_phys(self): def update_phys(self):
# 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) MAX_GROW_DISTANCE = int(6)#int(3)
POS_X = int(0) MIN_GROW_DISTANCE = int(2)
POS_Y = int(1)
Point = namedtuple("Point", ["x", "y"])
def __init__(self, plworldx, plworldy):
self.poslist = [(plworldx, plworldy)] def __init__(self, player):
self.debugrandomrange = self.RANDOM_RANGE self.player = player
self.debugposrange = self.POS_RANGE
self.root_offset = self.MAX_ROOT_OFFSET
def update_phys(self, plworldx, plworldy, camera): self.grow_distance = self.MAX_GROW_DISTANCE
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE: self.points = []
return self.add_point()
### get new position self.debug_visible = False
rad = self.RANDOM_RANGE // 2 self.debug_exact = True
# move last pos def add_point(self):
self.poslist[-1] = ( self.points.append(self.Point(self.player.x, self.player.y))
plworldx + random.randrange(-rad, rad),
plworldy + random.randrange(-rad, rad) 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:
for i in range(len(self.poslist) - 1): pix_x, pix_y = camera.relative_to_camera(self.player.x, self.player.y)
x1, y1 = camera.relative_to_camera(self.poslist[i][self.POS_X], self.poslist[i][self.POS_Y]) thumby.display.setPixel(int(pix_x), int(pix_y), isdecend)
x2, y2 = camera.relative_to_camera(self.poslist[i + 1][self.POS_X], self.poslist[i + 1][self.POS_Y]) 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( thumby.display.drawLine(
int(x1), int(x1),
int(y1), 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(x2),
int(y2), int(y2),
isdecend isdecend

View File

@@ -72,7 +72,7 @@ class Entity:
def render(self, tpf: float, camera: Camera) -> bool: def render(self, tpf: float, camera: Camera) -> bool:
""" """
Sets the position of the sprite and draws it. Sets the position of the sprite and draws it.
:param tpf: :param tpf:
The number of seconds since the last tick. The number of seconds since the last tick.
:param current_depth: :param current_depth:
@@ -93,7 +93,7 @@ class Entity:
return True return True
return False return False
class Obstacle(Entity): class Obstacle(Entity):
def update(self, tpf: float, player: Player, camera: Camera) -> bool: def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True return True
@@ -101,7 +101,7 @@ class Collectible(Entity):
def __init__(self, *args, **kwargs): def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs) super().__init__(*args, **kwargs)
self.score = 'score' in kwargs and kwargs['score'] or 10 self.score = 'score' in kwargs and kwargs['score'] or 10
def update(self, tpf: float, player: Player, camera: Camera) -> bool: def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True return True
@@ -123,25 +123,33 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
:return: :return:
A list of entities to generate this tick. A list of entities to generate this tick.
""" """
OBSTACLE_BUFFER = 10 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()
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