Files
Throot/player.py
William Hubbard b80c215d98 Sets the depth to be handled by the player
Just a lot simpler.
2023-02-05 13:09:05 -07:00

197 lines
6.1 KiB
Python

import time
import thumby
import math
import random
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
# 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.x, self.y)
self.debugvisible = True
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():
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(self.x, self.y, 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:
if 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:
return True
print("Dropping entity (%d, %d - %d, %d) from (%d, %d - %d, %d)" % (ent_x, ent_y, ent_x + ent_width, ent_y + ent_height, self.x, self.y, self.x + self.width, 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:
# width and height of range bounding box
RANDOM_RANGE = int(7)
POS_RANGE = int(3)
POS_X = int(0)
POS_Y = int(1)
def __init__(self, plworldx, plworldy):
self.poslist = [(plworldx, plworldy)]
self.debugrandomrange = self.RANDOM_RANGE
self.debugposrange = self.POS_RANGE
def update_phys(self, plworldx, plworldy, camera):
#print(plworldx, plworldy, plscreeny, current_depth)
### exit if player y pos less than random range
# # debug change random range
# inp = int(0)
# if thumby.buttonD.justPressed():
# inp -= 1
# if thumby.buttonU.justPressed():
# inp += 1
# if inp != 0:
# self.debugposrange = max(self.debugposrange + inp * 2, 1)
# print('debugposrange: ', self.debugposrange)
# # if plworldy < self.poslist[-1][self.POS_Y] + random.randint(1, self.debugposrange):
# # return
# if plworldy < self.poslist[-1][self.POS_Y] + self.debugposrange:
# return
if plworldy < self.poslist[-1][self.POS_Y] + self.POS_RANGE:
return
### get new position
rad = self.RANDOM_RANGE // 2
# # debug change random range
# inp = int(0)
# if thumby.buttonB.justPressed():
# inp -= 1
# if thumby.buttonA.justPressed():
# inp += 1
# if inp != 0:
# self.debugrandomrange = max(self.debugrandomrange + inp * 2, 1)
# print('debugrandomrange:', self.debugrandomrange)
# rad = max(self.debugrandomrange // 2, 1)
# vector int
# self.poslist.append((plworldx + random.randrange(-rad, rad),
# plworldy + random.randrange(-rad, rad)))
# move last pos
self.poslist[-1] = (
plworldx + random.randrange(-rad, rad),
plworldy + random.randrange(-rad, rad)
)
# new pos is perfectly on player
self.poslist.append((plworldx, plworldy))
# # debug
# self.poslist.append((plworldx, plworldy))
### remove the fist item in the list if its full line is off screen
if not camera.entity_in_camera(self.poslist[1][self.POS_X], self.poslist[1][self.POS_Y]):
self.poslist.pop(0)
#print(len(self.poslist))
def update_draw(self, camera, isdecend=1):
### draw line from first position to next
#print(topleft)
for i in range(len(self.poslist) - 1):
x1, y1 = camera.relative_to_camera(self.poslist[i][self.POS_X], self.poslist[i][self.POS_Y])
x2, y2 = camera.relative_to_camera(self.poslist[i + 1][self.POS_X], self.poslist[i + 1][self.POS_Y])
thumby.display.drawLine(
int(x1),
int(y1),
int(x2),
int(y2),
isdecend
)