Files
Throot/sprites.py
William Hubbard a218536601 Adds an obstacle generation system
This system is responsible for generating obstacles and moving them on-screen as the player moves in the world.
2023-02-04 10:49:04 -07:00

134 lines
4.8 KiB
Python

from typing import List, Tuple
from random import randint
import thumby
import images
from map import ObstacleSlice
class Entity:
"""
An entity exists within the game world. It has coordinates, bounds, and optionally collision and sprite
"""
def __init__(self, x: int = 0, y: int = 0, width: int = 8, height: int = 8, collision: bytearray = None, sprite: thumby.Sprite = None):
self.x = x
self.y = y
self.sprite = sprite
self.collision = collision
self.width = width
self.height = height
def intersects_pixel(self, loc_x: int, loc_y: int) -> bool:
"""
Checks to see if this entity intersects a location in the game world.
:param loc_x:
An global x location within the game world.
:param loc_y:
A global y position within the game world.
:return:
True if the collision shape of this entity intersects a point in the world,
False otherwise.
"""
if not self.collision:
return False
if loc_x < self.x or loc_x >= self.x + self.width or loc_y < self.y or loc_y >= self.y + self.height:
return False
rel_x = loc_x - self.x
rel_y = loc_y - self.y
return bool((self.collision[rel_x] >> (self.height - rel_y)) & 1)
def can_render(self, current_depth: int) -> bool:
"""
Checks to see if this sprite is within the game screen.
:param current_depth:
The current depth, as measured from the top of the screen. We can display anything
up to the screen height down from this number.
:return:
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 False
max = current_depth
min = current_depth - 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:
"""
Updates the state of the entity based on the game state.
:param tpf:
The number of seconds since the last tick.
:param current_depth:
The current depth the game is on.
:param prev_depth:
The depth the game was on last tick.
:return:
True if the game should keep this entity, false if the game should drop
this entity from memory.
"""
return False
def render(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
"""
Sets the position of the sprite and draws it.
:param tpf:
The number of seconds since the last tick.
:param current_depth:
The current depth the game is on.
:param prev_depth:
The depth the game was on last tick.
:return:
True if the game should actually draw the sprite, false the sprite
should be hidden.
"""
if self.sprite:
self.sprite.y = self.y - self.current_depth
self.sprite.x = self.x
if self.can_render(current_depth):
thumby.display.drawSprite(self.sprite)
return True
return False
class Obstacle(Entity):
def update(self, tpf: float, current_depth: int, prev_depth: int) -> bool:
return self.can_render(current_depth)
def update_entities(current_slice: ObstacleSlice, current_depth: int, prev_depth: int) -> List[Entity]:
"""
Checks the current game state and generates new sprites based on said state.
:param current_slice:
The current obstacle slice we are using. Once the bottom of the slice displays, we switch
to a new slice.
:param current_depth:
The global world depth we are at. This is modulused by the slice height to determine how
far through the slice we are.
:param prev_depth:
The depth we were at during the last tick. This helps make sure we don't miss spawning
entities
:return:
A list of entities to generate this tick.
"""
if current_depth == prev_depth:
# If we haven't moved, we don't need to spawn anything
return []
min_height = min(current_depth, prev_depth)
max_height = max(current_depth, prev_depth)
spawned = []
for entity in current_slice.obstacle_map:
if y >= min_height and y < max_height:
sprite_image = OBSTACLES[entity[2]]
sprite = thumby.Sprite(sprite_image.width, sprite_image.height, sprite_image.sprite, entity[0], entity[1], -1, entity[3] - current_depth, entity[4])
spawned = Obstacle(entity[0], entity[1], sprite_image.width, sprite_image.height, sprite_image.collision, sprite)