3 Commits

Author SHA1 Message Date
William Hubbard
5967359e70 Refines the difficulty curve. 2023-02-05 10:30:42 -07:00
William Hubbard
81822ee80a Merge branch 'master' into random-obstacles 2023-02-05 09:45:32 -07:00
William Hubbard
3c6e070716 Changes the obstacle generation system.
More random, less level design needed.
2023-02-05 09:40:18 -07:00
4 changed files with 15 additions and 110 deletions

107
Throot.py
View File

@@ -7,15 +7,15 @@ import Games.Throot.map
import Games.Throot.sprites
from random import randrange
from Games.Throot.artrepository import *
from Games.Throot.artrepository import OBSTACLES
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.constants import CONST_FPS
class GameManager:
EVENT_ROOM_CHANGE = {'start': 0, 'main': 1, 'end': 2, 'next': -1}
def __init__(self, *rooms):
self.rooms = rooms
self.room_index = 0
@@ -24,14 +24,13 @@ class GameManager:
# Set the FPS (without this call, the default fps is 30)
thumby.display.setFPS(CONST_FPS)
def room_goto(self, event):
index = event['room']
def room_goto(self, index):
if index < 0:
self.room_index = min(self.room_index + 1, len(self.rooms))
else:
self.room_index = index
self.rooms[self.room_index].start(event)
self.rooms[self.room_index].start()
def restart(self):
self.room_index = 0
@@ -42,11 +41,11 @@ class GameManager:
thumby.display.update()
if event:
self.room_goto(event)
self.room_goto(self.EVENT_ROOM_CHANGE[event])
class Room:
def start(self, event):
def start(self):
t0 = time.ticks_ms() # Get time (ms)
thumby.display.fill(0) # Fill canvas to black
@@ -59,9 +58,7 @@ class RoomTitle(Room):
super().update(tpf)
if thumby.inputPressed():
return {
'room': ROOM_MAIN
}
return 'main'
# draw title sprite
title_text = 'press a to start'
@@ -87,57 +84,10 @@ class GameLoop(Room):
self.player = Player()
self.score = 0
self.level = 0
self.finish_depth = 0
self.waterx = float(0)
def start(self, event):
self.current_depth = 0
self.entities.clear()
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player()
self.score = 0
self.finish_depth = 100 + 5 * self.level ** 2
def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
def draw_water(self):
# bookwater
# exit if depth is less than 2 screens of the finish depth
if self.current_depth + thumby.display.height * 2 < self.finish_depth:
return
self.waterx += sprite_water.width / CONST_FPS
if self.waterx > sprite_water.width:
self.waterx = 0
to_screeny = int(thumby.display.height - self.current_depth)
# water surface.
for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
thumby.display.blit(
sprite_water[0],
(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
self.finish_depth - sprite_water.height + to_screeny, sprite_water.width, sprite_water.height,
0, 0, 0
)
# water below surface
thumby.display.drawFilledRectangle(
0, self.finish_depth + to_screeny,
thumby.display.width, self.finish_depth + thumby.display.height * 3,
1,
)
# win text
if self.current_depth > self.finish_depth + (thumby.display.height // 2):
thumby.display.drawText('water reach!', 0, thumby.display.height // 2, 0)
def update(self, tpf):
"""
Executes one tick of the game
@@ -168,55 +118,22 @@ class GameLoop(Room):
to_remove.add(entity)
elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
if isinstance(entity, Obstacle):
return {
'room': ROOM_END,
'score': self.score,
'level': self.level + 1
}
print("Hit!")
self.entities -= to_remove
self.score = int(self.current_depth * 10)
# finish level
if self.current_depth > self.finish_depth + int(thumby.display.height * 1.5):
self.level += 1
self.start({})
thumby.display.fill(0)
# Draw the entities
for entity in self.entities:
entity.render(tpf, self.current_depth, prev_depth)
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)
class EndRoom(Room):
def __init__(self):
self.score = 0
def start(self, event):
self.score = event['score']
# Used to make sure that we aren't triggering from input mean't for the game.
self.still_pressed = thumby.inputPressed()
def update(self, tpf):
if not thumby.inputPressed():
self.still_pressed = False
elif not self.still_pressed and thumby.inputPressed():
return {
'room': ROOM_START
}
thumby.display.fill(0)
thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1)
thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
thumby.display.update()
def main():
game = GameManager(RoomTitle(), GameLoop(), EndRoom())
game = GameManager(RoomTitle(), GameLoop())
game.start()
prev_time = 0

View File

@@ -175,11 +175,4 @@ Doritoobstaclelvl5 = SpriteImage(
30
)
sprite_water = SpriteImage(
bytearray([224,240,240,248,252,248,240,240]),
None,
8,
8
)
OBSTACLES = [skull, pizza, boulder, ball, steve, mathroot, leaf, robot, dinoskull, dinojaw, dinospine, bone, bigdinohead, bigboneddiag, bigdoritoobstacle, spaceinv,annoydead,lvl4wall,ballobstaclelvl3,Doritoobstaclelvl5]

View File

@@ -1,6 +1 @@
CONST_FPS = 60
ROOM_START = 0
ROOM_MAIN = 1
ROOM_END = 2
ROOM_NEXT = -1

View File

@@ -123,7 +123,7 @@ class PlayerAnimation:
# 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):
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE:
return
### get new position