1 Commits

Author SHA1 Message Date
Neal Finger
bf910238b9 level complete
water animations and start new level
2023-02-05 14:05:23 -07:00
7 changed files with 137 additions and 223 deletions

154
Throot.py
View File

@@ -7,14 +7,14 @@ import Games.Throot.map
import Games.Throot.sprites import Games.Throot.sprites
from random import randrange from random import randrange
from Games.Throot.artrepository import * from Games.Throot.artrepository import *
from Games.Throot.player import Player, Camera 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 Entity, Obstacle, Collectible, update_entities from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.constants import * from Games.Throot.constants import *
class GameManager: class GameManager:
def __init__(self, *rooms): def __init__(self, *rooms):
self.rooms = rooms self.rooms = rooms
@@ -46,9 +46,6 @@ class GameManager:
class Room: class Room:
def __init__(self):
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
@@ -67,154 +64,107 @@ class RoomTitle(Room):
} }
# draw title sprite # draw title sprite
#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image) title_text = 'press a to start'
thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height, chr_len = 5
-1, 0, 0) x = int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
y = int(round(thumby.display.height / 2 - chr_len / 2))
# title text
chrx = 5
chry = 7
buff = 2 buff = 2
w = chr_len * len(title_text) + buff
x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2)) h = chr_len + buff
y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2)) thumby.display.drawFilledRectangle(x - buff, y - buff, w, h, 1)
thumby.display.drawText(title_text, x, y, 0)
w = chrx * 6 + buff
h = chry + buff
thumby.display.drawFilledRectangle(x - buff, y - buff, w, h * 2 + buff, 0)
#thumby.display.drawText('press a', x, y, 0)
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,
-1, 0, 0)
# thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
# -1, 0, 0)
self.ind_button = (self.ind_button + 1) % (2 * CONST_FPS)
spr_b.setFrame(self.ind_button // (2 * CONST_FPS))
#print(self.ind_button // CONST_FPS)
thumby.display.drawSprite(spr_b)
class GameLoop(Room): class GameLoop(Room):
def __init__(self): def __init__(self):
self.current_depth = 0
self.diving_velocity = 10 self.diving_velocity = 10
self.diving_accel = 0 self.diving_accel = 0
self.current_obstacle_slice = OBSTACLE_SLICES[0] self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.entities = set() self.entities = set()
self.player = None self.player = Player()
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)
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.current_depth = 0
self.entities.clear() self.entities.clear()
self.entities.add(
self.seed
)
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.score = 0
self.score = 'score' in event and event['score'] 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.camera = Camera(self.player)
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):
sky_x = 0
sky_y = -thumby.display.height
sky_width = thumby.display.width
sky_height = thumby.display.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)
thumby.display.drawFilledRectangle(int(sky_x), int(sky_y), int(sky_width), int(sky_height), 1)
sky_x = 0
sky_y = 0
sky_width = thumby.display.width
sky_height = thumby.display.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)
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.current_depth + thumby.display.height * 2 < 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
to_screeny = int(thumby.display.height - self.current_depth)
# 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(
(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
self.finish_depth
)
thumby.display.blit( thumby.display.blit(
sprite_water[0], sprite_water[0],
int(x), int(y), (int(self.waterx) - sprite_water.width) + i * sprite_water.width,
sprite_water.width, sprite_water.height, self.finish_depth - sprite_water.height + to_screeny, 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(
0,
self.finish_depth
)
thumby.display.drawFilledRectangle( thumby.display.drawFilledRectangle(
int(x), int(y) + sprite_water.height, 0, self.finish_depth + to_screeny,
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.current_depth > 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 // 2, 0)
thumby.display.drawText(f' stage {self.level + 1}', 0, thumby.display.height // 4 + 9, 0)
def update(self, tpf): def update(self, tpf):
""" """
Executes one tick of the game Executes one tick of the game
""" """
super().update(tpf) super().update(tpf)
prev_depth = self.current_depth
self.player.update_phys(tpf, self.camera) self.diving_velocity += self.diving_accel * tpf
self.current_depth += self.diving_velocity * tpf
self.camera.update_phys() #print("%f (%f)" % (self.current_depth, self.current_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.player.update_phys(self.current_depth, prev_depth)
# Generate new entities as needed # Generate new entities as needed
if abs(self.player.y) < abs(self.finish_depth): self.entities |= update_entities(self.entities, 5, self.current_depth, prev_depth)
self.entities |= update_entities(self.entities, self.level, self.player.ysub, self.player.prev_y)
else:
self.entities.clear()
# 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.player, self.camera) or abs(entity.y - self.player.y) > self.camera.height * 1.5: 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): elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
if isinstance(entity, Obstacle): if isinstance(entity, Obstacle):
@@ -223,31 +173,25 @@ class GameLoop(Room):
'score': self.score, 'score': self.score,
'level': self.level + 1 'level': self.level + 1
} }
elif isinstance(entity, Collectible):
self.score += entity.score
to_remove.add(entity)
self.entities -= to_remove self.entities -= to_remove
self.score += int(abs(self.player.ysub - self.player.prev_y) * 10) self.score = int(self.current_depth * 10)
# finish level # finish level
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5): if self.current_depth > self.finish_depth + int(thumby.display.height * 1.5):
self.score += 20
self.level += 1 self.level += 1
self.start({ self.start({})
'score': self.score,
'level': self.level
})
thumby.display.fill(0) thumby.display.fill(0)
self.draw_sky()
# Draw the entities # Draw the entities
for entity in self.entities: for entity in self.entities:
entity.render(tpf, self.camera) entity.render(tpf, self.current_depth, prev_depth)
self.player.update_draw(self.camera)
self.draw_water() 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.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)

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@@ -2,27 +2,6 @@ from collections import namedtuple
SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"]) SpriteImage = namedtuple("SpriteImage", ["image", "collision", "width", "height"])
seed = SpriteImage(
bytearray([8,20,46,46,62,62,46,62,46,12,0]),
None,
11,
7
)
collectibleover = SpriteImage(
bytearray([9,4,6,9]),
None,
4,
4
)
collectibleunder = SpriteImage(
bytearray([6,11,9,6]),
None,
4,
4
)
# BITMAP: width: 8, height: 8 # BITMAP: width: 8, height: 8
skull = SpriteImage( skull = SpriteImage(
bytearray([0,28,102,126,38,30,28,0]), bytearray([0,28,102,126,38,30,28,0]),
@@ -203,25 +182,4 @@ sprite_water = SpriteImage(
8 8
) )
sprite_title = SpriteImage( OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]
bytearray([32,128,40,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,0,0,0,0,0,0,128,128,128,128,128,128,128,128,128,128,128,128,128,128,128,160,128,32,0,72,0,192,96,24,8,4,6,2,2,2,2,2,4,12,24,112,192,0,0,0,3,3,3,3,3,255,255,255,3,251,251,251,3,3,251,251,251,3,251,251,155,155,155,155,99,99,0,248,248,24,24,24,251,251,3,251,251,27,27,27,251,251,3,255,255,255,3,3,3,0,1,0,31,48,96,64,64,64,98,50,30,0,0,192,96,48,16,24,15,12,24,48,96,192,0,0,0,255,255,255,0,255,255,255,7,7,255,255,255,0,255,255,1,1,1,3,255,255,0,255,255,128,128,128,255,255,0,255,255,128,128,128,255,255,0,255,255,255,0,0,0,0,192,64,96,32,32,69,192,10,0,4,0,0,127,129,0,0,0,0,0,0,0,96,48,29,7,0,0,63,255,255,192,149,85,85,84,84,85,85,85,84,85,85,84,84,84,84,85,85,84,85,85,85,85,85,85,85,84,85,85,85,85,85,85,21,192,255,255,127,0,0,0,3,7,4,132,128,192,96,29,70,0,0,0,0,0,1,6,12,8,24,16,248,140,4,4,108,72,120,48,0,128,193,255,255,127,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,252,254,255,183,99,65,64,64,96,48,24,30,99,65,64,194,128,133,0,2,0,128,96,24,12,4,2,2,1,1]),
None,
72,
40
)
sprite_buttona1 = SpriteImage(
bytearray([60,98,221,203,203,221,98,60]),
None,
8,
8
)
sprite_buttona2 = SpriteImage(
bytearray([56,68,186,150,150,186,68,56]),
None,
8,
8
)
OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]

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@@ -4,4 +4,3 @@ ROOM_START = 0
ROOM_MAIN = 1 ROOM_MAIN = 1
ROOM_END = 2 ROOM_END = 2
ROOM_NEXT = -1 ROOM_NEXT = -1

103
player.py
View File

@@ -17,8 +17,6 @@ CONST_INP_MOVE_RIGHT = thumby.buttonA
# classes # classes
class Player: class Player:
def __init__(self): def __init__(self):
self.prev_x = 0
self.prev_y = 0
self.xsub = float(thumby.display.width / 2) self.xsub = float(thumby.display.width / 2)
self.ysub = float(0) self.ysub = float(0)
self.x = int(self.xsub) self.x = int(self.xsub)
@@ -28,16 +26,14 @@ class Player:
self.isdecend = 1 self.isdecend = 1
self.xspeed = 32 / CONST_FPS self.xspeed = 32 / CONST_FPS
self.yspeed = 32 self.yspeed = 32 / CONST_FPS
self.accx = 1 / (CONST_FPS * 4) self.accx = 1 / (CONST_FPS * 4)
self.accaccx = self.accx self.accaccx = self.accx
self.anim = PlayerAnimation(self.x, self.y) self.anim = PlayerAnimation(self.x, self.y)
self.debugvisible = False self.debugvisible = True
def update_phys(self, tpf, camera: Camera): def update_phys(self, current_depth, prev_depth):
self.prev_x = self.xsub
self.prev_y = self.ysub
inp = int(0) inp = int(0)
if CONST_INP_MOVE_LEFT.pressed(): if CONST_INP_MOVE_LEFT.pressed():
inp -= 1 inp -= 1
@@ -62,49 +58,40 @@ class Player:
self.xsub = max(min(xx, thumby.display.width - 1), 0) self.xsub = max(min(xx, thumby.display.width - 1), 0)
### y movement ### y movement
self.ysub = current_depth - (thumby.display.height / 2)
self.ysub += self.yspeed * tpf
### 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
self.anim.update_phys(self.x, self.y, camera) self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y, current_depth)
def update_draw(self, camera): def update_draw(self, plworldy):
# debug draw # debug draw
if self.debugvisible: if self.debugvisible:
pix_x, pix_y = camera.relative_to_camera(self.x, self.y) pix_x = self.x
thumby.display.setPixel(int(pix_x), int(pix_y), self.isdecend) pix_y = int(self.y - plworldy + 20)
thumby.display.setPixel(pix_x, pix_y, self.isdecend)
# animation # animation
self.anim.update_draw(camera, self.isdecend) self.anim.update_draw(plworldy - 20, self.isdecend)
class Camera: class Camera:
def __init__(self, target): def __init__(self, target):
self.x = int(0) self.x = int(0)
self.y = int(0) self.y = int(0)
self.width = thumby.display.width
self.height = thumby.display.height
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 update_phys(self, plscreeny):
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):
return (global_x - self.x, global_y - self.y)
def update_phys(self):
# position player # position player
self.y = self.target.y + self.offset self.y = self.target.y - plscreeny
class PlayerAnimation: class PlayerAnimation:
# width and height of range bounding box must be odd # width and height of range bounding box
RANDOM_RANGE = int(5) RANDOM_RANGE = int(7)
POS_RANGE = int(3) POS_RANGE = int(3)
POS_X = int(0) POS_X = int(0)
POS_Y = int(1) POS_Y = int(1)
@@ -114,14 +101,51 @@ 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, camera): 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
# inp = int(0)
# if thumby.buttonD.justPressed():
# inp -= 1
# if thumby.buttonU.justPressed():
# inp += 1
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE: # if inp != 0:
# self.debugposrange = max(self.debugposrange + inp * 2, 1)
# print('debugposrange: ', self.debugposrange)
# # if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.debugposrange):
# # return
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
# return
if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.POS_RANGE):
return return
### get new position ### get new position
rad = self.RANDOM_RANGE // 2 rad = self.RANDOM_RANGE // 2
# # debug change random range
# inp = int(0)
# if thumby.buttonB.justPressed():
# inp -= 1
# if thumby.buttonA.justPressed():
# inp += 1
# if inp != 0:
# self.debugrandomrange = max(self.debugrandomrange + inp * 2, 1)
# print('debugrandomrange:', self.debugrandomrange)
# rad = max(self.debugrandomrange // 2, 1)
# vector int
# self.poslist.append((plworldx + random.randrange(-rad, rad),
# plworldy + random.randrange(-rad, rad)))
# move last pos # move last pos
self.poslist[-1] = ( self.poslist[-1] = (
plworldx + random.randrange(-rad, rad), plworldx + random.randrange(-rad, rad),
@@ -131,20 +155,25 @@ class PlayerAnimation:
# new pos is perfectly on player # new pos is perfectly on player
self.poslist.append((plworldx, plworldy)) self.poslist.append((plworldx, plworldy))
# # debug
# 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 not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]): if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
self.poslist.pop(0) self.poslist.pop(0)
def update_draw(self, camera, isdecend=1): #print(len(self.poslist))
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):
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(self.poslist[i][self.POS_X]),
int(y1), int(self.poslist[i][self.POS_Y] - topleft),
int(x2), int(self.poslist[i + 1][self.POS_X]),
int(y2), int(self.poslist[i + 1][self.POS_Y] - topleft),
isdecend isdecend
) )

View File

@@ -4,8 +4,7 @@ from random import randrange, random
import thumby import thumby
from Games.Throot.map import ObstacleSlice from Games.Throot.map import ObstacleSlice
from Games.Throot.player import Player, Camera from Games.Throot.artrepository import OBSTACLES
from Games.Throot.artrepository import *
class Entity: class Entity:
""" """
@@ -37,9 +36,9 @@ class Entity:
return False return False
rel_x = int(loc_x - self.x) rel_x = int(loc_x - self.x)
rel_y = int(loc_y - self.y) rel_y = int(loc_y - self.y)
return bool((self.collision[rel_x] >> (rel_y)) & 1) return bool((self.collision[rel_x] >> (self.height - rel_y)) & 1)
def can_render(self, camera: Camera) -> bool: def can_render(self, current_depth: int) -> bool:
""" """
Checks to see if this sprite is within the game screen. Checks to see if this sprite is within the game screen.
@@ -50,9 +49,15 @@ class Entity:
:return: :return:
True if the sprite shows up on screen in any capacity, false otherwise. True if the sprite shows up on screen in any capacity, false otherwise.
""" """
return camera.entity_in_camera(self.x, self.y, self.width, self.height) if self.x < -self.width or self.x >= thumby.display.width:
return False
max = current_depth
min = max - thumby.display.height
if self.y < (min - self.height) or self.y > max:
return False
return True
def update(self, tpf: float, player: Player, camera: Camera) -> bool: def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
""" """
Updates the state of the entity based on the game state. Updates the state of the entity based on the game state.
@@ -67,9 +72,9 @@ class Entity:
True if the game should keep this entity, false if the game should drop True if the game should keep this entity, false if the game should drop
this entity from memory. this entity from memory.
""" """
return True return False
def render(self, tpf: float, camera: Camera) -> bool: def render(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
""" """
Sets the position of the sprite and draws it. Sets the position of the sprite and draws it.
@@ -85,25 +90,16 @@ class Entity:
should be hidden. should be hidden.
""" """
if self.sprite: if self.sprite:
coordinates = camera.relative_to_camera(self.x, self.y) self.sprite.y = int(self.y - current_depth + thumby.display.height)
self.sprite.x = coordinates[0] self.sprite.x = int(self.x)
self.sprite.y = coordinates[1] if self.can_render(current_depth):
if self.can_render(camera):
thumby.display.drawSprite(self.sprite) thumby.display.drawSprite(self.sprite)
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, current_depth: int, prev_depth: int) -> bool:
return True return self.can_render(current_depth)
class Collectible(Entity):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.score = 'score' in kwargs and kwargs['score'] or 10
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True
def update_entities(entities, difficulty: int, current_depth: int, prev_depth: int): def update_entities(entities, difficulty: int, current_depth: int, prev_depth: int):
@@ -131,26 +127,14 @@ 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) 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: 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:
if random() < 0.2: sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
Clazz = Collectible
if current_depth >= 0:
sprite_image = collectibleunder
else:
sprite_image = collectibleover
else:
Clazz = Obstacle
sprite_image = OBSTACLES[randrange(0, min((difficulty + 1) * 3, len(OBSTACLES)))]
if sprite_image.width >= thumby.display.width: if sprite_image.width >= thumby.display.width:
x = 0 x = 0
else: else:
x = randrange(0, thumby.display.width - sprite_image.width) x = randrange(0, thumby.display.width - sprite_image.width)
y = current_depth y = current_depth
if current_depth > prev_depth:
y += thumby.display.height // 2
elif current_depth < prev_depth:
y -= thumby.display.height // 2 + sprite_image.height
error = False error = False
for entity in entities | spawned: 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): 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):
@@ -158,5 +142,5 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
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, 0, False, False)
spawned.add(Clazz(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite)) spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
return spawned return spawned