import time import thumby import math import random # didplay width 72 # display height 40 # constants CONST_FPS = 60 CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height) CONST_INP_MOVE_LEFT = thumby.buttonL CONST_INP_MOVE_RIGHT = thumby.buttonA # classes class Player: def __init__(self): self.xsub = float(thumby.display.width / 2) self.ysub = float(0) self.x = int(self.xsub) self.y = int(self.ysub) self.movespeed = 32 / CONST_FPS self.isdecend = 1 self.xspeed = 32 / CONST_FPS self.yspeed = 32 / CONST_FPS 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): inp = int(0) if CONST_INP_MOVE_LEFT.pressed(): inp -= 1 if CONST_INP_MOVE_RIGHT.pressed(): inp += 1 # debug visible if thumby.buttonU.pressed(): self.debugvisible = not self.debugvisible ### x movement self.xspeed += self.accx self.accx += self.accaccx if (inp == 0) and (self.xspeed > self.movespeed): self.xspeed = self.movespeed self.accx = self.accaccx xx = self.xsub + inp * self.xspeed # clamp to screen self.xsub = max(min(xx, thumby.display.width - 1), 0) ### y movement self.ysub = current_depth - (thumby.display.height / 2) ### 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) def update_draw(self, current_depth, prev_depth): # debug draw if self.debugvisible: pix_x = self.x pix_y = int(current_depth - self.y) thumby.display.setPixel(pix_x, pix_y, self.isdecend) # animation self.anim.update_draw(current_depth, prev_depth, self.isdecend) class Camera: def __init__(self, target): self.x = int(0) self.y = int(0) self.target = target def update_phys(self, plscreeny): # position player self.y = self.target.y - plscreeny class PlayerAnimation: # width and height of range bounding box RANDOM_RANGE = int(7) POS_RANGE = int(3) POS_X = int(0) POS_Y = int(1) def __init__(self, plworldx, plworldy): self.poslist = [(plworldx, plworldy)] self.debugrandomrange = self.RANDOM_RANGE self.debugposrange = self.POS_RANGE def update_phys(self, plworldx, plworldy, plscreeny): ### 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 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] + self.POS_RANGE: return ### get new position 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 self.poslist[-1] = ( plworldx + random.randrange(-rad, rad), plworldy + random.randrange(-rad, rad) ) # new pos is perfectly on player 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 #if self.poslist[1][self.POS_Y] < plworldy - plscreeny: # self.poslist.pop(0) #print(len(self.poslist)) def update_draw(self, current_depth, prev_depth, isdecend=1): ### draw line from first position to next for i in range(len(self.poslist) - 1): thumby.display.drawLine( int(self.poslist[i][self.POS_X]), int(current_depth - self.poslist[i][self.POS_Y]), int(self.poslist[i + 1][self.POS_X]), int(current_depth - self.poslist[i + 1][self.POS_Y]), isdecend )