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9 Commits
title_scre
...
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| Author | SHA1 | Date | |
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6ccb425057 | ||
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33ed9c062a | ||
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3c41ef7535 | ||
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09870bfa81 | ||
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c37d9d9911 | ||
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f34883b84f | ||
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00f03652eb | ||
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81bce7fe63 | ||
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5d3f661411 |
35
Throot.py
35
Throot.py
@@ -100,6 +100,7 @@ class RoomTitle(Room):
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thumby.display.drawSprite(spr_b)
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class GameLoop(Room):
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def __init__(self):
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self.diving_velocity = 10
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self.diving_accel = 0
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@@ -125,13 +126,17 @@ class GameLoop(Room):
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)
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.player = Player()
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self.player.yspeed = 10
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self.player.speed_y = 16
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self.player.isdecend = 1
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self.score = 'score' in event and event['score'] or 0
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self.level = 'level' in event and event['level'] or 0
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self.finish_depth = 100 + 5 * self.level ** 2
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self.finish_height = -self.finish_depth
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self.camera = Camera(self.player)
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self.stage = DESCEND_STAGE
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def get_obstacle_slice(self):
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return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
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@@ -201,7 +206,7 @@ class GameLoop(Room):
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"""
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super().update(tpf)
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self.player.update_phys(tpf, self.camera)
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self.player.update_phys(tpf, self.stage in (DESCEND_STAGE, ASCEND_STAGE) and self.camera or None)
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self.camera.update_phys()
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@@ -231,15 +236,23 @@ class GameLoop(Room):
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self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
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# finish level
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if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
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self.score += 20
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self.level += 1
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self.start({
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'score': self.score,
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'level': self.level
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})
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if self.stage == DESCEND_STAGE:
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if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
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self.stage = ASCEND_STAGE
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self.player.ysub = 0
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self.player.prev_y = 0
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self.player.speed_y *= -1
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self.player.isdecend = 0
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elif self.stage == ASCEND_STAGE:
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if self.player.y < self.finish_height - int(thumby.display.height * 1.5):
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self.score += 20
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self.level += 1
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self.start({
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'score': self.score,
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'level': self.level
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})
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thumby.display.fill(0)
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thumby.display.fill(int(self.player.y < 0))
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self.draw_sky()
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# Draw the entities
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for entity in self.entities:
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@@ -248,7 +261,7 @@ class GameLoop(Room):
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self.draw_water()
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, int(self.player.y > 0))
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class EndRoom(Room):
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10
constants.py
10
constants.py
@@ -5,3 +5,13 @@ ROOM_MAIN = 1
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ROOM_END = 2
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ROOM_NEXT = -1
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# The first part of the level, where we are reaching the water
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DESCEND_STAGE = 0
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# The transition to the second part of the level, where the camera travels
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# back to the surface
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WATER_STAGE = 1
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# The second part of the level, where we are growing into the sky
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ASCEND_STAGE = 2
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# The "level complete" animation
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BLOOM_STAGE = 3
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198
player.py
198
player.py
@@ -2,19 +2,26 @@ import time
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import thumby
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import math
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import random
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from collections import namedtuple
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from Games.Throot.constants import CONST_FPS
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# didplay width 72
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# display height 40
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# constants
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CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height)
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class Input:
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def move_right(self):
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return (
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thumby.buttonA.pressed() or
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thumby.buttonR.pressed()
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)
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CONST_INP_MOVE_LEFT = thumby.buttonL
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CONST_INP_MOVE_RIGHT = thumby.buttonA
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def move_left(self):
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return thumby.buttonL.pressed()
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# classes
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inp = Input()
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### classes
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class Player:
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def __init__(self):
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self.prev_x = 0
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@@ -24,61 +31,74 @@ class Player:
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self.x = int(self.xsub)
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self.y = int(self.ysub)
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self.movespeed = 32 / CONST_FPS
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self.isdecend = 1
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self.xspeed = 32 / CONST_FPS
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self.yspeed = 32
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self.accx = 1 / (CONST_FPS * 4)
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self.accaccx = self.accx
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self.input_x = float(0)
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# constants
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self.speed_x_start = 32
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self.speed_x_max = 200
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self.acc_x_start = 64
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self.jerk_x = 128
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self.speed_x = self.speed_x_start
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self.acc_x = self.acc_x_start
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# y speed is constant
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self.speed_y = 16
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self.anim = PlayerAnimation(self)
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self.anim = PlayerAnimation(self.x, self.y)
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self.debugvisible = False
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def update_phys(self, tpf, camera: Camera):
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# prevoius sub pixel position
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self.prev_x = self.xsub
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self.prev_y = self.ysub
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inp = int(0)
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if CONST_INP_MOVE_LEFT.pressed():
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inp -= 1
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if CONST_INP_MOVE_RIGHT.pressed():
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inp += 1
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# debug visible
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if thumby.buttonU.pressed():
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self.debugvisible = not self.debugvisible
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### x movement
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self.xspeed += self.accx
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self.accx += self.accaccx
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if (inp == 0) and (self.xspeed > self.movespeed):
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self.xspeed = self.movespeed
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self.accx = self.accaccx
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# x input
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if inp.move_left() and (not inp.move_right()):
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self.input_x = -1
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xx = self.xsub + inp * self.xspeed
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if inp.move_right() and (not inp.move_left()):
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self.input_x = 1
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# clamp to screen
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self.xsub = max(min(xx, thumby.display.width - 1), 0)
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if (not inp.move_left()) and (not inp.move_right()):
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self.input_x = 0
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# acceleration and jerk
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self.speed_x += self.acc_x * tpf
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self.acc_x += self.jerk_x * tpf
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# limit speed
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self.speed_x = min(self.speed_x_max, self.speed_x)
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# reset speed and acceleration if no input
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if (self.input_x == 0) and (self.speed_x != self.speed_x_start):
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self.speed_x = self.speed_x_start
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self.acc_x = self.acc_x_start
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# set x sub pixel position
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self.xsub += self.speed_x * tpf * self.input_x
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### y movement
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self.ysub += self.yspeed * tpf
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# set y sub pixel position
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self.ysub += self.speed_y * tpf
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### stay in world bounds
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self.xsub = max(min(self.xsub, thumby.display.width - 1), 0)
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### pixel positions
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self.x = int(self.xsub)
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self.y = int(self.ysub)
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# animation
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self.anim.update_phys(self.x, self.y, camera)
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### animation physics
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self.anim.update_phys(camera)
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def update_draw(self, camera):
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# debug draw
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if self.debugvisible:
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pix_x, pix_y = camera.relative_to_camera(self.x, self.y)
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thumby.display.setPixel(int(pix_x), int(pix_y), self.isdecend)
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# animation
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### animation render
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self.anim.update_draw(camera, self.isdecend)
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@@ -101,46 +121,92 @@ class Camera:
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# position player
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self.y = self.target.y + self.offset
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class PlayerAnimation:
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# width and height of range bounding box must be odd
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RANDOM_RANGE = int(5)
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POS_RANGE = int(3)
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POS_X = int(0)
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POS_Y = int(1)
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MAX_ROOT_OFFSET = int(4)
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def __init__(self, plworldx, plworldy):
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self.poslist = [(plworldx, plworldy)]
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self.debugrandomrange = self.RANDOM_RANGE
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self.debugposrange = self.POS_RANGE
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MAX_GROW_DISTANCE = int(6)#int(3)
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MIN_GROW_DISTANCE = int(2)
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def update_phys(self, plworldx, plworldy, camera):
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Point = namedtuple("Point", ["x", "y"])
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if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE:
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return
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def __init__(self, player):
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self.player = player
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### get new position
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rad = self.RANDOM_RANGE // 2
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self.root_offset = self.MAX_ROOT_OFFSET
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self.grow_distance = self.MAX_GROW_DISTANCE
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# move last pos
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self.poslist[-1] = (
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plworldx + random.randrange(-rad, rad),
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plworldy + random.randrange(-rad, rad)
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self.points = []
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self.add_point()
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self.debug_visible = False
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self.debug_exact = True
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def add_point(self):
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self.points.append(self.Point(self.player.x, self.player.y))
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def update_phys(self, camera):
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# debug visible
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if thumby.buttonB.justPressed():
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self.debug_visible = not self.debug_visible
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# debug exact
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if thumby.buttonU.justPressed():
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self.debug_exact = not self.debug_exact
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# exit if distance from player to last root point is less than gorw distance
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dist_sqr = (
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(self.player.x - self.points[-1].x) ** 2 +
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(self.player.y - self.points[-1].y) ** 2
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)
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# new pos is perfectly on player
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self.poslist.append((plworldx, plworldy))
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if dist_sqr < self.grow_distance ** 2:
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return
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### remove the fist item in the list if its full line is off screen
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if not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]):
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self.poslist.pop(0)
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# set new grow distance
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self.grow_distance = random.randint(self.MIN_GROW_DISTANCE, self.MAX_GROW_DISTANCE)
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# offset last root point to look random
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self.points[-1] = self.Point(
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self.points[-1].x + random.randrange(-self.root_offset, self.root_offset),
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self.points[-1].y + random.randrange(-self.root_offset, self.root_offset)
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)
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# new root point created exactly on player
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self.add_point()
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# remove points in list that would make lines off the camera
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for point in self.points[1:]:
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if camera.entity_in_camera(point.x, point.y):
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break
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self.points.pop(0)
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def update_draw(self, camera, isdecend=1):
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### draw line from first position to next
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# debug render
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if self.debug_visible:
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pix_x, pix_y = camera.relative_to_camera(self.player.x, self.player.y)
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thumby.display.setPixel(int(pix_x), int(pix_y), isdecend)
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return
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# root always reaches player position
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if self.debug_exact:
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x1, y1 = camera.relative_to_camera(self.player.x, self.player.y)
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x2, y2 = camera.relative_to_camera(self.points[-1].x, self.points[-1].y)
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thumby.display.drawLine(
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int(x1),
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int(y1),
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int(x2),
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int(y2),
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isdecend
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)
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# draw line from first position to next
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point_prev = self.points[-1]
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for point in self.points[-2::-1]:
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x1, y1 = camera.relative_to_camera(point_prev.x, point_prev.y)
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x2, y2 = camera.relative_to_camera(point.x, point.y)
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point_prev = point
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for i in range(len(self.poslist) - 1):
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x1, y1 = camera.relative_to_camera(self.poslist[i][self.POS_X], self.poslist[i][self.POS_Y])
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x2, y2 = camera.relative_to_camera(self.poslist[i + 1][self.POS_X], self.poslist[i + 1][self.POS_Y])
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thumby.display.drawLine(
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int(x1),
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int(y1),
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28
sprites.py
28
sprites.py
@@ -131,17 +131,25 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
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return set()
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spawned = set()
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max_spawned = randrange(0, difficulty + 1)
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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:
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if random() < 0.2:
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Clazz = Collectible
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if current_depth >= 0:
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sprite_image = collectibleunder
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else:
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sprite_image = collectibleover
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else:
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if current_depth > 0:
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max_spawned = randrange(0, difficulty + 1)
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else:
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max_spawned = randrange(0, int(5 / (0.3 * difficulty + 0.7)))
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print(f"Spawning {max_spawned} entities this tick")
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while len(spawned) < max_spawned:
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if current_depth > 0:
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if random() >= (2 * math.pow(difficulty + 0.01, 2)) / (3 * math.pow(difficulty + 0.01, 2) + 20 * (difficulty + 0.01)) + 0.05:
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print(f"Cancelling obstacles after {len(spawned)} entities")
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break
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Clazz = Obstacle
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sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
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else:
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if random() >= 1 / (math.pow(difficulty, 2) + 3):
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print(f"Cancelling obstacles after {len(spawned)} entities")
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break
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Clazz = Collectible
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sprite_image = collectibleover
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if sprite_image.width >= thumby.display.width:
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x = 0
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else:
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@@ -157,6 +165,6 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
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error = True
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break
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if not error:
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sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
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sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, int(y < 0), False, False)
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spawned.add(Clazz(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
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return spawned
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Reference in New Issue
Block a user