push salesman png

This commit is contained in:
2026-10-08 20:56:50 -04:00
parent 4998c30165
commit 1092940b3f
2 changed files with 42 additions and 8 deletions
+42 -8
View File
@@ -15,6 +15,10 @@ import random
import math
import os
#debug vars to store mouse pos
gmouseX = 0
gmouseY = 0
# =============================================================================
# SECTION 1: DATA LOADING / FILE I/O
@@ -225,7 +229,7 @@ def startSkillCheck(app, creature):
def beginFishing(app):
app.fishingTimer = random.random() * app.stepsPerSecond * 25 + 5 # completely random between 5 and 30
app.state = "waiting-for-bite"
app.scene = "waiting-for-bite"
@@ -254,8 +258,8 @@ def onStep(app):
app.hookedFish = selectedCreature
startSkillCheck(app, selectedCreature)
case "skill-check":
app.skillCheckAngle += app.skillCheckSpeed
if (skillCheckAngle > 360):
app.skillCheckAngle += app.skillCheckSpeed / 5 #this was far too fast
if (app.skillCheckAngle > 360):
finishSkillCheck(app)
@@ -278,7 +282,7 @@ def onMousePress(app, mouseX, mouseY):
case "idle" | "shop": #also had to look this up - pipe operator is dumb. just let me have multiple cases
interacted = False
#check if we clicked a hud element/interactable
for name, sceneFilter, left, right, top, buttom in INTERACTABLES:
for name, sceneFilter, left, right, top, bottom in INTERACTABLES:
if left < mouseX < right and top < mouseY < bottom \
and sceneFilter == app.scene:
interacted = True
@@ -294,6 +298,8 @@ def onMousePress(app, mouseX, mouseY):
resetFishingState(app)
case "skill-check":
checkSkillHit(app)
case "waiting-for-bite":
resetFishingState(app)
@@ -315,6 +321,10 @@ def onKeyPress(app, key):
if key == 'd':
print("breakpoint here")
def onMouseMove(app, mouseX, mouseY):
global gmouseX, gmouseY
gmouseX, gmouseY = mouseX, mouseY
def checkSkillHit(app):
# Evaluate a skill-check click: is the cursor's current angle inside one of
@@ -417,11 +427,15 @@ def redrawAll(app):
# - the catch-display popup.
# Delegates each piece to the helpers below.
drawBackground(app)
if app.scene == "waiting-for-bite": drawBobber(app)
drawDebug(app)
#REMINDERS:
# drawRect(top, left, width, height, fill="color")
# drawImage(url, )
def drawBackground(app):
# Draw the static scene layout from the spec: grass behind, the dock, and
# the lake occupying the bottom ~1/3 of the screen (blue water, optional
@@ -440,15 +454,23 @@ def drawBackground(app):
drawRect(140, app.grassTop - 10, 20, app.height, fill = dockLegColor)
#image cred: https://pngtree.com/freepng/cartoon-style-illustration-of-a-young-sleeping-men-fishing-on-a-wood-chair_15775817.html
#fisherman
drawImage("https://gitea.lockeshor.com/lockeshor/15112-fishing-miniproject/raw/branch/main/sprites/fisherman.png",
60, app.grassTop - 50 - 140, width=140, height=170)
drawImage()
#image cred: https://www.artstation.com/artwork/xzLbe2
#salesman
drawImage("https://gitea.lockeshor.com/lockeshor/15112-fishing-miniproject/raw/branch/main/sprites/salesman.png",
300, app.grassTop - 140, width = 70, height= 140)
def drawPlayerAndRod(app):
def drawBobber(app):
# Draw the character sprite seated at the end of the dock with the fishing
# rod. When a cast is active, draw the line and the bobber dropping onto the
# water surface. Reflects the current fishing phase visually.
pass
#cast line
drawLine(172, 64, 370, 280, fill="white")
def drawShopEntities(app):
@@ -478,6 +500,18 @@ def drawHud(app):
# every scene so the player always sees their core stats.
pass
def drawDebug(app):
debugStr = f"""\
mX: {gmouseX}, mY: {gmouseY}
Scene: {app.scene}
fishingTimer: {rounded(app.fishingTimer)}
hookedFish: {app.hookedFish["name"]}
"""
debugLines = debugStr.splitlines()
size = 16
for i in range(len(debugLines)):
drawLabel(debugLines[i], 0, app.height - 125 + size * i, fill="white", size=size, align = "left")
# =============================================================================
# SECTION 6: PROGRAM ENTRY
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