Files
Throot/Throot.py
Neal Finger 5acb279226 title screen
sprite, player root animation calm down
2023-02-05 15:59:55 -07:00

244 lines
7.3 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 *
from Games.Throot.player import Player, Camera
from Games.Throot.map import ObstacleSlice, OBSTACLE_SLICES
from Games.Throot.sprites import Obstacle, update_entities
from Games.Throot.constants import *
class GameManager:
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, event):
index = event['room']
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(event)
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(event)
class Room:
def start(self, event):
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 {
'room': ROOM_MAIN
}
# draw title sprite
#thumby.display.drawSprite(sprite_title.width, sprite_title.height, sprite_title.image)
thumby.display.blit(sprite_title.image, 0, 0, sprite_title.width, sprite_title.height,
-1, 0, 0)
# title text
chrx = 5
chry = 7
buff = 2
x = 14#int(round(thumby.display.width / 2 - (chr_len * len(title_text)) / 2))
y = 40 - chry - buff#int(round(thumby.display.height / 2 - chr_len / 2))
w = chrx * 6 + buff
h = chry + buff
thumby.display.drawFilledRectangle(x - buff, y - buff, w, h * 2 + buff, 0)
#thumby.display.drawText('press a', x, y, 0)
thumby.display.drawText('start', x, y, 1)
thumby.display.blit(sprite_buttona.image, 2, 40 - 8, sprite_buttona.width, sprite_buttona.height,
-1, 0, 0)
class GameLoop(Room):
def __init__(self):
self.diving_velocity = 10
self.diving_accel = 0
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.entities = set()
self.player = None
self.camera = None
self.score = 0
self.level = 0
self.finish_depth = 0
self.waterx = float(0)
def start(self, event):
self.entities.clear()
self.current_obstacle_slice = OBSTACLE_SLICES[0]
self.player = Player()
self.player.yspeed = 10
self.score = 0
self.finish_depth = 100 + 5 * self.level ** 2
self.camera = Camera(self.player)
def get_obstacle_slice(self):
return OBSTACLE_SLICES[randrange(0, len(OBSTACLE_SLICES))]
def draw_water(self):
# bookwater
# exit if depth is less than 2 screens of the finish depth
if self.player.y + thumby.display.height < self.finish_depth:
return
self.waterx += sprite_water.width / CONST_FPS
if self.waterx > sprite_water.width:
self.waterx = 0
# water surface.
for i in range(math.ceil(thumby.display.width / sprite_water.width) + 1):
x, y = self.camera.relative_to_camera(
(int(self.waterx) - sprite_water.width) + i * sprite_water.width,
self.finish_depth
)
thumby.display.blit(
sprite_water[0],
int(x), int(y),
sprite_water.width, sprite_water.height,
0,
0, 0
)
# water below surface
x, y = self.camera.relative_to_camera(
0,
self.finish_depth
)
thumby.display.drawFilledRectangle(
int(x), int(y) + sprite_water.height,
thumby.display.width, self.finish_depth + thumby.display.height * 3,
1,
)
# win text
if self.player.y > self.finish_depth + (thumby.display.height // 2):
thumby.display.drawText('water reach!', 0, thumby.display.height // 4, 0)
thumby.display.drawText(f' stage {self.level + 1}', 0, thumby.display.height // 4 + 9, 0)
def update(self, tpf):
"""
Executes one tick of the game
"""
super().update(tpf)
self.player.update_phys(tpf, self.camera)
self.camera.update_phys()
# Generate new entities as needed
if abs(self.player.y) < abs(self.finish_depth):
self.entities |= update_entities(self.entities, 5, self.player.ysub, self.player.prev_y)
else:
self.entities.clear()
# Updates the entities
to_remove = set()
for entity in self.entities:
if not entity.update(tpf, self.player, self.camera) or abs(entity.y - self.player.y) > self.camera.height * 1.5:
to_remove.add(entity)
elif entity.intersects_pixel(self.player.xsub, self.player.ysub):
if isinstance(entity, Obstacle):
return {
'room': ROOM_END,
'score': self.score,
'level': self.level + 1
}
self.entities -= to_remove
self.score = int(abs(self.player.y) * 10)
# finish level
if self.player.y > self.finish_depth + int(thumby.display.height * 1.5):
self.level += 1
self.start({})
thumby.display.fill(0)
# Draw the entities
for entity in self.entities:
entity.render(tpf, self.camera)
self.player.update_draw(self.camera)
self.draw_water()
thumby.display.drawText(str(self.score), thumby.display.width - (len(str(self.score)) + 2) * 5, 1, 1)
class EndRoom(Room):
def __init__(self):
self.score = 0
def start(self, event):
self.score = event['score']
# Used to make sure that we aren't triggering from input mean't for the game.
self.still_pressed = thumby.inputPressed()
def update(self, tpf):
if not thumby.inputPressed():
self.still_pressed = False
elif not self.still_pressed and thumby.inputPressed():
return {
'room': ROOM_START
}
thumby.display.fill(0)
thumby.display.drawText("Final Score:", (thumby.display.width - 60) // 2, 1, 1)
thumby.display.drawText(str(self.score), (thumby.display.width - (len(str(self.score)) * 5)) // 2, 9, 1)
def main():
game = GameManager(RoomTitle(), GameLoop(), EndRoom())
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()