HUMAN: update time, pausing for now. visuals are looking great!

This commit is contained in:
2026-10-08 21:42:50 -04:00
parent 1092940b3f
commit 1d7ca8c3af
3 changed files with 59 additions and 18 deletions
+54 -14
View File
@@ -149,6 +149,13 @@ def onAppStart(app):
app.fishingTimer = 0
app.hookedFish = None
#list of interactables with name and their positions
#(name, sceneFilter, left, right, top, bottom)
app.INTERACTABLES = [
("open-shop", "idle", 400, 540, app.grassTop - 130, app.grassTop + 30),
("close-shop", "shop", app.width-50, app.width, 0, 50)
]
def resetFishingState(app):
@@ -258,18 +265,11 @@ def onStep(app):
app.hookedFish = selectedCreature
startSkillCheck(app, selectedCreature)
case "skill-check":
app.skillCheckAngle += app.skillCheckSpeed / 5 #this was far too fast
app.skillCheckAngle += app.skillCheckSpeed / 6 #this was far too fast
if (app.skillCheckAngle > 360):
finishSkillCheck(app)
#list of interactables with name and their positions
#(name, sceneFilter, left, right, top, bottom)
INTERACTABLES = [
("open-shop", "idle", 250,350,0,100),
("close-shop", "shop", 500, 550, 50, 100)
]
def onMousePress(app, mouseX, mouseY):
# Primary input router. Behavior depends on app.scene / fishing phase:
# - dock idle: clicking starts a cast (begin waiting-for-bite).
@@ -282,7 +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, bottom in INTERACTABLES:
for name, sceneFilter, left, right, top, bottom in app.INTERACTABLES:
if left < mouseX < right and top < mouseY < bottom \
and sceneFilter == app.scene:
interacted = True
@@ -339,6 +339,7 @@ def checkSkillHit(app):
#if we fail, we either didnt hit or missed a past bar, either way we can jump straight to the fail screen
app.hookedFish = None
app.scene = "result"
print("failed",targetPos,targetLen,app.skillCheckAngle)
def finishSkillCheck(app):
@@ -427,7 +428,12 @@ def redrawAll(app):
# - the catch-display popup.
# Delegates each piece to the helpers below.
drawBackground(app)
if app.scene == "waiting-for-bite": drawBobber(app)
if app.scene == "waiting-for-bite":
drawBobber(app)
if app.scene == "shop":
drawShopEntities(app)
if app.scene == "skill-check":
drawSkillCheck(app)
drawDebug(app)
@@ -461,7 +467,10 @@ def drawBackground(app):
#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)
400, app.grassTop - 130, width = 140, height= 160)
#cash
drawLabel(f"${app.save["cash"]}",app.width - 5,5,align="right-top",size=26,fill='darkgoldenrod',font='orbitron')
def drawBobber(app):
@@ -472,19 +481,50 @@ def drawBobber(app):
#cast line
drawLine(172, 64, 370, 280, fill="white")
#bobber?
def drawShopEntities(app):
# Draw the clickable shop/UI sprites standing on the grass (per the spec).
# Positions here must line up with the hit-testing done in onMousePress so
# clicks land on the right entity.
pass
#dimming
drawRect(0,0,app.width,app.height,opacity=50)
#menu background
drawRect(50,50,app.width-100,app.height-100,fill='bisque',border='lightCoral',borderWidth=5)
#exit "X"
drawLine(app.width-45, 5, app.width-5, 45, fill='red', lineWidth=5)
drawLine(app.width-5, 5, app.width-45, 45, fill='red', lineWidth=5)
def drawSkillCheck(app):
# Draw the active skill-check overlay: the circle, the target bars placed
# around it (count/length from difficulty), and the rotating cursor at its
# current angle. Optionally show which bars are already cleared. Read-only.
pass
#IMPORTANT: circle is like unit circle for drawing, but we want it to have 0 at the top. transformations will be needed
#radius of circle
r = 90
#basic path
#REMINDER: cx, cy, r
drawCircle(300, 130, r, fill=None,border='dimGray')
#bars
for barPos, barLen in app.skillCheckBars:
drawArc(300,130, r * 2 + 20, r * 2 + 20, -barPos + 90 - barLen, barLen, fill="white")
#cover up center of bars
drawCircle(300, 130, r - 10, fill=app.background)
#cursor
#REMINDER: width and height are for oval (so r * 2)
#REMINDER: cx, cy, width, height, startangle, sweepangle
drawArc(300,130, r * 2 + 20, r * 2 + 20, -app.skillCheckAngle + 90, 2, fill="red")
def drawCatchDisplay(app):
@@ -505,7 +545,7 @@ def drawDebug(app):
mX: {gmouseX}, mY: {gmouseY}
Scene: {app.scene}
fishingTimer: {rounded(app.fishingTimer)}
hookedFish: {app.hookedFish["name"]}
hookedFish: {app.hookedFish["name"] if app.hookedFish else "N/A"}
"""
debugLines = debugStr.splitlines()
size = 16
+1
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@@ -0,0 +1 @@
{"cash": 86.0, "owned_baits": ["Worms"], "owned_upgrades": [], "current_bait": "Worms", "catch_log": []}
+4 -4
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@@ -1,5 +1,5 @@
###############################################
Total Time: 190 minutes
Total Time: 330 minutes
###############################################
###############################################
@@ -53,7 +53,7 @@ Description: finish up (mostly) basic functions and move onto controller, work o
###############################################
Date: 08-Oct
Start Time: 7:20pm
End Time: 1:20am
Duration: 40 minutes
Description: finish up (mostly) basic functions and move onto controller, work out a bunch of finer logic and complex math
End Time: 9:40pm
Duration: 140 minutes
Description: get a decent chunk of the visuals done and finish logic, much closer to being done
###############################################