231 lines
7.2 KiB
Python
231 lines
7.2 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 *
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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 *
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class GameManager:
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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, event):
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index = event['room']
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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(event)
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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(event)
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class Room:
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def start(self, event):
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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 {
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'room': ROOM_MAIN
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}
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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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self.level = 0
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self.finish_depth = 0
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self.waterx = float(0)
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def start(self, event):
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self.current_depth = 0
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self.entities.clear()
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self.current_obstacle_slice = OBSTACLE_SLICES[0]
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self.player = Player()
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self.score = 0
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self.finish_depth = 100 + 5 * self.level ** 2
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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 draw_water(self):
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# bookwater
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# exit if depth is less than 2 screens of the finish depth
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if self.current_depth + thumby.display.height * 2 < self.finish_depth:
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return
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self.waterx += sprite_water.width / CONST_FPS
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if self.waterx > sprite_water.width:
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self.waterx = 0
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to_screeny = int(thumby.display.height - self.current_depth)
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# water surface.
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for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
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thumby.display.blit(
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sprite_water[0],
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(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
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self.finish_depth - sprite_water.height + to_screeny, sprite_water.width, sprite_water.height,
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0, 0, 0
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)
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# water below surface
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thumby.display.drawFilledRectangle(
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0, self.finish_depth + to_screeny,
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thumby.display.width, self.finish_depth + thumby.display.height * 3,
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1,
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)
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# win text
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if self.current_depth > self.finish_depth + (thumby.display.height // 2):
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thumby.display.drawText('water reach!', 0, thumby.display.height // 2, 0)
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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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return {
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'room': ROOM_END,
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'score': self.score,
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'level': self.level + 1
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}
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self.entities -= to_remove
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self.score = int(self.current_depth * 10)
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# finish level
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if self.current_depth > self.finish_depth + int(thumby.display.height * 1.5):
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self.level += 1
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self.start({})
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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.draw_water()
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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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class EndRoom(Room):
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def __init__(self):
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self.score = 0
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def start(self, event):
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self.score = event['score']
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# Used to make sure that we aren't triggering from input mean't for the game.
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self.still_pressed = thumby.inputPressed()
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def update(self, tpf):
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if not thumby.inputPressed():
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self.still_pressed = False
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elif not self.still_pressed and thumby.inputPressed():
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return {
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'room': ROOM_START
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}
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thumby.display.fill(0)
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thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1)
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thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
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def main():
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game = GameManager(RoomTitle(), GameLoop(), EndRoom())
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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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