player root animation grows based on distance not just the y value refactor the PlayerAnimation class
170 lines
5.0 KiB
Python
170 lines
5.0 KiB
Python
import time
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import thumby
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import math
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import random
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from collections import namedtuple
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from Games.Throot.constants import CONST_FPS
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# didplay width 72
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# display height 40
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### constants
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CONST_PL_SCREEN_Y = int((0.5) * thumby.display.height)
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CONST_INP_MOVE_LEFT = thumby.buttonL
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CONST_INP_MOVE_RIGHT = thumby.buttonA
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CONST_INP_MOVE_RIGHT_ALT = thumby.buttonR
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### classes
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class Player:
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def __init__(self):
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self.prev_x = 0
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self.prev_y = 0
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self.xsub = float(thumby.display.width / 2)
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self.ysub = float(0)
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self.x = int(self.xsub)
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self.y = int(self.ysub)
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self.movespeed = 32 / CONST_FPS
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self.isdecend = 1
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self.xspeed = 32 / CONST_FPS
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self.yspeed = 32
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self.accx = 1 / (CONST_FPS * 4)
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self.accaccx = self.accx
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self.anim = PlayerAnimation(self)
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self.debugvisible = False
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def update_phys(self, tpf, camera: Camera):
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self.prev_x = self.xsub
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self.prev_y = self.ysub
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inp = int(0)
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if CONST_INP_MOVE_LEFT.pressed():
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inp -= 1
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if CONST_INP_MOVE_RIGHT.pressed() or CONST_INP_MOVE_RIGHT_ALT.pressed():
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inp += 1
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# debug visible
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if thumby.buttonU.pressed():
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self.debugvisible = not self.debugvisible
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### x movement
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self.xspeed += self.accx
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self.accx += self.accaccx
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if (inp == 0) and (self.xspeed > self.movespeed):
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self.xspeed = self.movespeed
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self.accx = self.accaccx
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xx = self.xsub + inp * self.xspeed
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# clamp to screen
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self.xsub = max(min(xx, thumby.display.width - 1), 0)
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### y movement
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self.ysub += self.yspeed * tpf
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### pixel positions
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self.x = int(self.xsub)
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self.y = int(self.ysub)
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# animation
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self.anim.update_phys(camera)
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def update_draw(self, camera):
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# debug draw
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if self.debugvisible:
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pix_x, pix_y = camera.relative_to_camera(self.x, self.y)
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thumby.display.setPixel(int(pix_x), int(pix_y), self.isdecend)
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# animation
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self.anim.update_draw(camera, self.isdecend)
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class Camera:
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def __init__(self, target):
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self.x = int(0)
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self.y = int(0)
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self.width = thumby.display.width
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self.height = thumby.display.height
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self.offset = -self.height / 2
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self.target = target
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def entity_in_camera(self, ent_x, ent_y, ent_width = 0, ent_height = 0) -> bool:
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return ent_x + ent_width >= self.x and ent_y + ent_height >= self.y and ent_x < self.x + self.width and ent_y < self.y + self.height
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def relative_to_camera(self, global_x, global_y):
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return (global_x - self.x, global_y - self.y)
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def update_phys(self):
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# position player
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self.y = self.target.y + self.offset
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class PlayerAnimation:
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MAX_ROOT_OFFSET = int(2)
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MAX_GROW_DISTANCE = int(5)#int(3)
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MIN_GROW_DISTANCE = int(1)
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Point = namedtuple("Point", ["x", "y"])
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def __init__(self, player):
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self.player = player
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self.root_offset = self.MAX_ROOT_OFFSET
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self.grow_distance = self.MAX_GROW_DISTANCE
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self.points = []
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self.add_point()
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def add_point(self):
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self.points.append(self.Point(self.player.x, self.player.y))
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def update_phys(self, camera):
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# exit if distance from player to last root point is less than gorw distance
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dist_sqr = (
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(self.player.x - self.points[-1].x) ** 2 +
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(self.player.y - self.points[-1].y) ** 2
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)
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if dist_sqr < self.grow_distance ** 2:
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return
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# set new grow distance
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self.grow_distance = random.randint(self.MIN_GROW_DISTANCE, self.MAX_GROW_DISTANCE)
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# offset last root point to look random
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self.points[-1] = self.Point(
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self.points[-1].x + random.randrange(-self.root_offset, self.root_offset),
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self.points[-1].y + random.randrange(-self.root_offset, self.root_offset)
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)
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# new root point created exactly on player
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self.add_point()
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# remove points in list that would make lines off the camera
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for point in self.points[1:]:
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if camera.entity_in_camera(point.x, point.y):
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break
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self.points.pop(0)
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def update_draw(self, camera, isdecend=1):
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# draw line from first position to next
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for i in range(len(self.points) - 1):
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x1, y1 = camera.relative_to_camera(self.points[i].x, self.points[i].y)
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x2, y2 = camera.relative_to_camera(self.points[i + 1].x, self.points[i + 1].y)
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thumby.display.drawLine(
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int(x1),
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int(y1),
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int(x2),
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int(y2),
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isdecend
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)
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