Files
Throot/Throot.py
Neal Finger 4b8eb17ba1 player animation fix
edited throop, player
2023-02-04 22:58:07 -07:00

139 lines
3.9 KiB
Python

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