4 Commits

Author SHA1 Message Date
William Hubbard
8d90129dbd Merge branch 'master' into negative-scroll 2023-02-05 14:04:52 -07:00
William Hubbard
05dd0a1cfd Fixes some debug code. 2023-02-05 14:04:42 -07:00
William Hubbard
518bf5f5e6 Fixes collision code. 2023-02-05 13:58:32 -07:00
William Hubbard
b80c215d98 Sets the depth to be handled by the player
Just a lot simpler.
2023-02-05 13:09:05 -07:00
3 changed files with 64 additions and 55 deletions

View File

@@ -8,7 +8,7 @@ import Games.Throot.sprites
from random import randrange
from Games.Throot.artrepository import OBSTACLES
from Games.Throot.player import Player
from Games.Throot.player import Player, Camera
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.constants import *
@@ -82,7 +82,8 @@ class GameLoop(Room):
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.entities = set()
self.player = Player()
self.player = None
self.camera = None
self.score = 0
@@ -91,7 +92,9 @@ class GameLoop(Room):
self.entities.clear()
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player()
self.player.yspeed = 10
self.score = 0
self.camera = Camera(self.player)
def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
@@ -101,28 +104,18 @@ class GameLoop(Room):
Executes one tick of the game
"""
super().update(tpf)
prev_depth = self.current_depth
self.diving_velocity += self.diving_accel * tpf
self.current_depth += self.diving_velocity * tpf
self.player.update_phys(tpf, self.camera)
#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)
self.camera.update_phys()
# Generate new entities as needed
self.entities |= update_entities(self.entities, 5, self.current_depth, prev_depth)
self.entities |= update_entities(self.entities, 5, self.player.ysub, self.player.prev_y)
# Updates the entities
to_remove = set()
for entity in self.entities:
if not entity.update(tpf, self.current_depth, prev_depth):
if not entity.update(tpf, self.player, self.camera) or abs(entity.y - self.player.y) > self.camera.height * 1.5:
to_remove.add(entity)
elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
if isinstance(entity, Obstacle):
@@ -132,13 +125,13 @@ class GameLoop(Room):
}
self.entities -= to_remove
self.score = int(self.current_depth * 10)
self.score = self.player.x#int(abs(self.player.y) * 10)
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.player.y)
entity.render(tpf, self.camera)
self.player.update_draw(self.camera)
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)

View File

@@ -17,6 +17,8 @@ CONST_INP_MOVE_RIGHT = thumby.buttonA
# classes
class Player:
def __init__(self):
self.prev_x = 0
self.prev_y = 0
self.xsub = float(thumby.display.width / 2)
self.ysub = float(0)
self.x = int(self.xsub)
@@ -26,14 +28,16 @@ class Player:
self.isdecend = 1
self.xspeed = 32 / CONST_FPS
self.yspeed = 32 / CONST_FPS
self.yspeed = 32
self.accx = 1 / (CONST_FPS * 4)
self.accaccx = self.accx
self.anim = PlayerAnimation(self.x, self.y)
self.debugvisible = True
def update_phys(self, current_depth, prev_depth):
def update_phys(self, tpf, camera: Camera):
self.prev_x = self.xsub
self.prev_y = self.ysub
inp = int(0)
if CONST_INP_MOVE_LEFT.pressed():
inp -= 1
@@ -58,35 +62,44 @@ class Player:
self.xsub = max(min(xx, thumby.display.width - 1), 0)
### y movement
self.ysub = current_depth - (thumby.display.height / 2)
self.ysub += self.yspeed * tpf
### pixel positions
self.x = int(self.xsub)
self.y = int(self.ysub)
# animation
self.anim.update_phys(self.x, self.y, CONST_PL_SCREEN_Y, current_depth)
self.anim.update_phys(self.x, self.y, camera)
def update_draw(self, plworldy):
def update_draw(self, camera):
# debug draw
if self.debugvisible:
pix_x = self.x
pix_y = int(self.y - plworldy + 20)
thumby.display.setPixel(pix_x, pix_y, self.isdecend)
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(plworldy - 20, self.isdecend)
self.anim.update_draw(camera, self.isdecend)
class Camera:
def __init__(self, target):
self.x = int(0)
self.y = int(0)
self.width = thumby.display.width
self.height = thumby.display.height
self.offset = -self.height / 2
self.target = target
def update_phys(self, plscreeny):
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
def relative_to_camera(self, global_x, global_y):
return (global_x - self.x, global_y - self.y)
def update_phys(self):
# position player
self.y = self.target.y - plscreeny
self.y = self.target.y + self.offset
class PlayerAnimation:
@@ -101,7 +114,7 @@ class PlayerAnimation:
self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_RANGE
def update_phys(self, plworldx, plworldy, plscreeny, current_depth):
def update_phys(self, plworldx, plworldy, camera):
#print(plworldx, plworldy, plscreeny, current_depth)
@@ -159,21 +172,23 @@ 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:
if not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]):
self.poslist.pop(0)
#print(len(self.poslist))
def update_draw(self, topleft, prev_depth, isdecend=1):
def update_draw(self, camera, isdecend=1):
### draw line from first position to next
#print(topleft)
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(
int(self.poslist[i][self.POS_X]),
int(self.poslist[i][self.POS_Y] - topleft),
int(self.poslist[i + 1][self.POS_X]),
int(self.poslist[i + 1][self.POS_Y] - topleft),
int(x1),
int(y1),
int(x2),
int(y2),
isdecend
)

View File

@@ -4,6 +4,7 @@ from random import randrange, random
import thumby
from Games.Throot.map import ObstacleSlice
from Games.Throot.player import Player, Camera
from Games.Throot.artrepository import OBSTACLES
class Entity:
@@ -36,9 +37,9 @@ class Entity:
return False
rel_x = int(loc_x - self.x)
rel_y = int(loc_y - self.y)
return bool((self.collision[rel_x] >> (self.height - rel_y)) & 1)
return bool((self.collision[rel_x] >> (rel_y)) & 1)
def can_render(self, current_depth: int) -> bool:
def can_render(self, camera: Camera) -> bool:
"""
Checks to see if this sprite is within the game screen.
@@ -49,15 +50,9 @@ class Entity:
:return:
True if the sprite shows up on screen in any capacity, false otherwise.
"""
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
return camera.entity_in_camera(self.x, self.y, self.width, self.height)
def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
"""
Updates the state of the entity based on the game state.
@@ -74,7 +69,7 @@ class Entity:
"""
return False
def render(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
def render(self, tpf: float, camera: Camera) -> bool:
"""
Sets the position of the sprite and draws it.
@@ -90,16 +85,17 @@ class Entity:
should be hidden.
"""
if self.sprite:
self.sprite.y = int(self.y - current_depth + thumby.display.height)
self.sprite.x = int(self.x)
if self.can_render(current_depth):
coordinates = camera.relative_to_camera(self.x, self.y)
self.sprite.x = coordinates[0]
self.sprite.y = coordinates[1]
if self.can_render(camera):
thumby.display.drawSprite(self.sprite)
return True
return False
class Obstacle(Entity):
def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
return self.can_render(current_depth)
def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return True
def update_entities(entities, difficulty: int, current_depth: int, prev_depth: int):
@@ -127,7 +123,7 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
return set()
spawned = set()
max_spawned = 1#randrange(0, difficulty + 1)
max_spawned = 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:
@@ -135,6 +131,10 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
else:
x = randrange(0, thumby.display.width - sprite_image.width)
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
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):
@@ -142,5 +142,6 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
break
if not error:
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.image, 0, 0, 0, False, False)
print("Adding obstacle of to (%d, %d) of size (%d, %d)" % (x, y, sprite_image.width, sprite_image.height))
spawned.add(Obstacle(x, y, sprite_image.width, sprite_image.height, sprite_image.collision or sprite_image.image, sprite))
return spawned