25 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
Neal Finger
bcd3715a9e Merge branch 'master' into title_screen 2023-02-05 16:16:09 -07:00
Neal Finger
6c05beaba0 thing
desc
2023-02-05 16:14:45 -07:00
William Hubbard
77fd56b7b8 Merge branch 'master' into collectibles 2023-02-05 16:10:55 -07:00
William Hubbard
8aab7d94f1 Adds a sky. 2023-02-05 16:10:11 -07:00
Neal Finger
5acb279226 title screen
sprite, player root animation calm down
2023-02-05 15:59:55 -07:00
William Hubbard
51be611e2f Merge pull request #11 from Markil3/collectibles
Collectibles
2023-02-05 15:57:53 -07:00
William Hubbard
3afe5322b3 Adds a seed entity.
Graphics!
2023-02-05 15:57:11 -07:00
William Hubbard
674ae01057 Adds collectibles and fixes score 2023-02-05 15:50:20 -07:00
William Hubbard
feafdfbac2 Implements scaling difficulty.
Probably not balanced, but it is there.
2023-02-05 15:19:16 -07:00
Neal Finger
b743e61b10 Merge pull request #10 from Markil3/build_update_finalish
general update
2023-02-05 14:59:45 -07:00
Neal Finger
15d86a7391 general update
merge water, update game loop
2023-02-05 14:59:08 -07:00
Neal Finger
05d5734c66 Merge pull request #9 from Markil3/negative-scroll
Cleans up the scrolling code
2023-02-05 14:12:45 -07:00
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
7 changed files with 436 additions and 253 deletions

167
Throot.py
View File

@@ -7,12 +7,12 @@ 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.player import Player
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.constants import *
from Games.Throot.artrepository import *
from Games.Throot.player import Player, Camera
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import Entity, Obstacle, Collectible, update_entities
from Games.Throot.constants import *
class GameManager: class GameManager:
@@ -46,6 +46,9 @@ 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
@@ -64,27 +67,48 @@ class RoomTitle(Room):
} }
# draw title sprite # draw title sprite
title_text = 'press a to start' #thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
chr_len = 5 thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
x = int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2)) -1, 0, 0)
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
h = chr_len + buff x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
thumby.display.drawFilledRectangle(x - buff, y - buff, w, h, 1) y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
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 = Player() self.player = None
self.camera = None
self.score = 0 self.score = 0
self.level = 0 self.level = 0
@@ -92,79 +116,110 @@ class GameLoop(Room):
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.score = 0 self.player.speed_y = 16
self.player.isdecend = 1
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.finish_height = -self.finish_depth
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):
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.current_depth + thumby.display.height * 2 < 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
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(self.waterx) - sprite_water.width) + i * sprite_water.width, int(x), int(y),
self.finish_depth - sprite_water.height + to_screeny, 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(
0,
self.finish_depth
)
thumby.display.drawFilledRectangle( thumby.display.drawFilledRectangle(
0, self.finish_depth + to_screeny, 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.current_depth > 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 // 2, 0) thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 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.diving_velocity += self.diving_accel * tpf
self.current_depth += self.diving_velocity * tpf
#print("%f (%f)" % (self.current_depth, self.current_depth % ObstacleSlice.height)) self.player.update_phys(tpf, self.stage in (DESCEND_STAGE, ASCEND_STAGE) and self.camera or None)
#print("%f -> %f: %f -> %f" % (prev_depth, self.current_depth, prev_depth % ObstacleSlice.height, self.current_depth % ObstacleSlice.height)) self.camera.update_phys()
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
self.entities |= update_entities(self.entities, 5, self.current_depth, prev_depth) if abs(self.player.y) < abs(self.finish_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.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) 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):
@@ -173,26 +228,40 @@ 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(self.current_depth * 10) self.score += int(abs(self.player.ysub - self.player.prev_y) * 10)
# finish level # finish level
if self.current_depth > self.finish_depth + int(thumby.display.height * 1.5): 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.level += 1
self.start({}) self.start({
'score': self.score,
thumby.display.fill(0) 'level': self.level
})
thumby.display.fill(int(self.player.y < 0))
self.draw_sky()
# Draw the entities # Draw the entities
for entity in self.entities: for entity in self.entities:
entity.render(tpf, self.current_depth, prev_depth) entity.render(tpf, self.camera)
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, int(self.player.y > 0))
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
class EndRoom(Room): class EndRoom(Room):

BIN
ThrootTitle.bmp Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 114 KiB

BIN
ThrootTitleSingleFrame.bmp Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.0 KiB

View File

@@ -2,6 +2,27 @@ 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]),
@@ -182,4 +203,25 @@ sprite_water = SpriteImage(
8 8
) )
sprite_title = SpriteImage(
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] OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]

View File

@@ -4,3 +4,14 @@ ROOM_START = 0
ROOM_MAIN = 1 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

259
player.py
View File

@@ -2,178 +2,215 @@ 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_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)
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 / CONST_FPS
self.accx = 1 / (CONST_FPS * 4)
self.accaccx = self.accx
self.anim = PlayerAnimation(self.x, self.y) # constants
self.debugvisible = True self.speed_x_start = 32
self.speed_x_max = 200
self.acc_x_start = 64
self.jerk_x = 128
def update_phys(self, current_depth, prev_depth): self.speed_x = self.speed_x_start
inp = int(0) self.acc_x = self.acc_x_start
if CONST_INP_MOVE_LEFT.pressed():
inp -= 1
if CONST_INP_MOVE_RIGHT.pressed():
inp += 1
# debug visible # y speed is constant
if thumby.buttonU.pressed(): self.speed_y = 16
self.debugvisible = not self.debugvisible
self.anim = PlayerAnimation(self)
def update_phys(self, tpf, camera: Camera):
# prevoius sub pixel position
self.prev_x = self.xsub
self.prev_y = self.ysub
### 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 = current_depth - (thumby.display.height / 2)
# 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, CONST_PL_SCREEN_Y, current_depth) self.anim.update_phys(camera)
def update_draw(self, plworldy): def update_draw(self, camera):
# debug draw ### animation render
if self.debugvisible: self.anim.update_draw(camera, self.isdecend)
pix_x = self.x
pix_y = int(self.y - plworldy + 20)
thumby.display.setPixel(pix_x, pix_y, self.isdecend)
# animation
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 update_phys(self, plscreeny): def entity_in_camera(self, ent_x, ent_y, ent_width = 0, ent_height = 0) -> bool:
# position player 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
self.y = self.target.y - plscreeny
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 + self.offset
class PlayerAnimation: class PlayerAnimation:
# width and height of range bounding box MAX_ROOT_OFFSET = int(4)
RANDOM_RANGE = int(7)
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, plscreeny, current_depth): Point = namedtuple("Point", ["x", "y"])
#print(plworldx, plworldy, plscreeny, current_depth) def __init__(self, player):
self.player = player
### exit if player y pos less than random range self.root_offset = self.MAX_ROOT_OFFSET
# # debug change random range self.grow_distance = self.MAX_GROW_DISTANCE
# inp = int(0)
# if thumby.buttonD.justPressed():
# inp -= 1
# if thumby.buttonU.justPressed():
# inp += 1
# if inp != 0: self.points = []
# self.debugposrange = max(self.debugposrange + inp * 2, 1) self.add_point()
# print('debugposrange: ', self.debugposrange)
# # if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.debugposrange): self.debug_visible = False
# # return self.debug_exact = True
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange: def add_point(self):
# return self.points.append(self.Point(self.player.x, self.player.y))
if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.POS_RANGE): 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
)
if dist_sqr < self.grow_distance ** 2:
return return
### get new position # set new grow distance
rad = self.RANDOM_RANGE // 2 self.grow_distance = random.randint(self.MIN_GROW_DISTANCE, self.MAX_GROW_DISTANCE)
# # debug change random range # offset last root point to look random
# inp = int(0) self.points[-1] = self.Point(
# if thumby.buttonB.justPressed(): self.points[-1].x + random.randrange(-self.root_offset, self.root_offset),
# inp -= 1 self.points[-1].y + random.randrange(-self.root_offset, self.root_offset)
# 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
self.poslist[-1] = (
plworldx + random.randrange(-rad, rad),
plworldy + random.randrange(-rad, rad)
) )
# new pos is perfectly on player # new root point created exactly on player
self.poslist.append((plworldx, plworldy)) self.add_point()
# # debug # remove points in list that would make lines off the camera
# self.poslist.append((plworldx, plworldy)) for point in self.points[1:]:
if camera.entity_in_camera(point.x, point.y):
break
### remove the fist item in the list if its full line is off screen self.points.pop(0)
if self.poslist[1][self.POS_Y] < plworldy - plscreeny:
self.poslist.pop(0)
#print(len(self.poslist)) def update_draw(self, camera, isdecend=1):
# 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
def update_draw(self, topleft, prev_depth, isdecend=1): # root always reaches player position
### draw line from first position to next if self.debug_exact:
x1, y1 = camera.relative_to_camera(self.player.x, self.player.y)
#print(topleft) x2, y2 = camera.relative_to_camera(self.points[-1].x, self.points[-1].y)
for i in range(len(self.poslist) - 1):
thumby.display.drawLine( thumby.display.drawLine(
int(self.poslist[i][self.POS_X]), int(x1),
int(self.poslist[i][self.POS_Y] - topleft), int(y1),
int(self.poslist[i + 1][self.POS_X]), int(x2),
int(self.poslist[i + 1][self.POS_Y] - topleft), 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(y2),
isdecend isdecend
) )

View File

@@ -4,7 +4,8 @@ from random import randrange, random
import thumby import thumby
from Games.Throot.map import ObstacleSlice from Games.Throot.map import ObstacleSlice
from Games.Throot.artrepository import OBSTACLES from Games.Throot.player import Player, Camera
from Games.Throot.artrepository import *
class Entity: class Entity:
""" """
@@ -36,9 +37,9 @@ 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] >> (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. Checks to see if this sprite is within the game screen.
@@ -49,15 +50,9 @@ 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.
""" """
if self.x < -self.width or self.x >= thumby.display.width: return camera.entity_in_camera(self.x, self.y, self.width, self.height)
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, 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. Updates the state of the entity based on the game state.
@@ -72,9 +67,9 @@ 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 False return True
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. Sets the position of the sprite and draws it.
@@ -90,16 +85,25 @@ class Entity:
should be hidden. should be hidden.
""" """
if self.sprite: if self.sprite:
self.sprite.y = int(self.y - current_depth + thumby.display.height) coordinates = camera.relative_to_camera(self.x, self.y)
self.sprite.x = int(self.x) self.sprite.x = coordinates[0]
if self.can_render(current_depth): self.sprite.y = coordinates[1]
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, current_depth: int, prev_depth: int) -> bool: def update(self, tpf: float, player: Player, camera: Camera) -> bool:
return self.can_render(current_depth) return True
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):
@@ -127,20 +131,40 @@ def update_entities(entities, difficulty: int, current_depth: int, prev_depth: i
return set() return set()
spawned = set() spawned = set()
max_spawned = 1#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)
else:
max_spawned = randrange(0, int(5 / (0.3 * difficulty + 0.7)))
print(f"Spawning {max_spawned} entities this tick")
while len(spawned) < max_spawned:
if current_depth > 0:
if random() >= (2 * math.pow(difficulty + 0.01, 2)) / (3 * math.pow(difficulty + 0.01, 2) + 20 * (difficulty + 0.01)) + 0.05:
print(f"Cancelling obstacles after {len(spawned)} entities")
break
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:
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):
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(Obstacle(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