Files
Throot/player.py
Neal Finger 81bce7fe63 Update player.py
player root animation grows based on distance not just the y value

refactor the PlayerAnimation class
2023-02-11 14:10:35 -07:00

170 lines
5.0 KiB
Python

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