148 lines
4.4 KiB
Python
148 lines
4.4 KiB
Python
import time
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import math
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import thumby
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import Games.Throot.map
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import Games.Throot.sprites
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from random import randrange
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from Games.Throot.artrepository import OBSTACLES
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from Games.Throot.player import Player
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from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
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from Games.Throot.sprites import Obstacle, update_entities
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from Games.Throot.constants import CONST_FPS
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class GameManager:
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EVENT_ROOM_CHANGE = {'start': 0, 'main': 1, 'end': 2, 'next': -1}
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def __init__(self, *rooms):
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self.rooms = rooms
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self.room_index = 0
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def start(self):
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# Set the FPS (without this call, the default fps is 30)
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thumby.display.setFPS(CONST_FPS)
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def room_goto(self, index):
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if index < 0:
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self.room_index = min(self.room_index + 1, len(self.rooms))
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else:
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self.room_index = index
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self.rooms[self.room_index].start()
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def restart(self):
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self.room_index = 0
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def update(self, tpf):
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event = self.rooms[self.room_index].update(tpf)
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thumby.display.update()
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if event:
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self.room_goto(self.EVENT_ROOM_CHANGE[event])
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class Room:
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def start(self):
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t0 = time.ticks_ms() # Get time (ms)
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thumby.display.fill(0) # Fill canvas to black
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def update(self, tpf):
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pass
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class RoomTitle(Room):
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def update(self, tpf):
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super().update(tpf)
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if thumby.inputPressed():
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return 'main'
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# draw title sprite
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title_text = 'press a to start'
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chr_len = 5
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x = int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
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y = int(round(thumby.display.height / 2 - chr_len / 2))
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buff = 2
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w = chr_len * len(title_text) + buff
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h = chr_len + buff
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thumby.display.drawFilledRectangle(x - buff, y - buff, w, h, 1)
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thumby.display.drawText(title_text, x, y, 0)
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class GameLoop(Room):
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def __init__(self):
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self.current_depth = 0
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self.diving_velocity = 10
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self.diving_accel = 0
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.entities = set()
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self.player = Player()
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self.score = 0
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def get_obstacle_slice(self):
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return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
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def update(self, tpf):
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"""
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Executes one tick of the game
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"""
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super().update(tpf)
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prev_depth = self.current_depth
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self.diving_velocity += self.diving_accel * tpf
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self.current_depth += self.diving_velocity * tpf
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#print("%f (%f)" % (self.current_depth, self.current_depth % ObstacleSlice.height))
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#print("%f -> %f: %f -> %f" % (prev_depth, self.current_depth, prev_depth % ObstacleSlice.height, self.current_depth % ObstacleSlice.height))
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if (
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self.current_depth > prev_depth and self.current_depth % ObstacleSlice.height < prev_depth % ObstacleSlice.height
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or self.current_depth < prev_depth and self.current_depth % ObstacleSlice.height > prev_depth % ObstacleSlice.height
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):
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self.current_obstacle_slice = self.get_obstacle_slice()
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self.player.update_phys(self.current_depth, prev_depth)
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# Generate new entities as needed
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self.entities |= update_entities(self.entities, 5, self.current_depth, prev_depth)
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# Updates the entities
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to_remove = set()
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for entity in self.entities:
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if not entity.update(tpf, self.current_depth, prev_depth):
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to_remove.add(entity)
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elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
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if isinstance(entity, Obstacle):
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print("Hit!")
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self.entities -= to_remove
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self.score = int(self.current_depth * 10)
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thumby.display.fill(0)
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# Draw the entities
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for entity in self.entities:
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entity.render(tpf, self.current_depth, prev_depth)
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self.player.update_draw(self.player.y)
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thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
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thumby.display.update()
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def main():
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game = GameManager(RoomTitle(), GameLoop())
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game.start()
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prev_time = 0
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while True:
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t0 = time.ticks_ms()
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tps = (t0 - prev_time) / 1000
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#loop.update(tps)
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game.update(tps)
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prev_time = t0
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main()
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