define most app variables and begin working on skill check logic

This commit is contained in:
2026-10-07 00:29:07 -04:00
parent 1fad510038
commit 9eaff2d837
2 changed files with 48 additions and 2 deletions
+5
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@@ -9,3 +9,8 @@ Description: The main AI agent in kiro, used for most if not all of the promptin
Source: Google Search / Google Search AI
Description: Used infrequently just for general questions regarding python or graphics, no specific usage (and google search AI is just kind of always there)
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Source: CMU Graphics Documentation (https://academy.cs.cmu.edu/cpcs-docs)
Description: Refferred to for implementation and MVC architecture along with how to interface with graphics
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+43 -2
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@@ -79,17 +79,52 @@ def writeSave(saveState, path="save.json"):
# No drawing and no event handling here - just state.
# =============================================================================
AVAILABLE_UPGRADES = [ # (name, bonus_type, bonus_modifier, price)
#power mods
("Smart Rod", "power", 2, 100),
("Clever Rod", "power", 7, 350),
("Intelligent Rod", "power", 10, 1500),
("Genius Rod", "power", 20, 20000)
]
def onAppStart(app):
# cmu_graphics entry point. Initialize ALL app.* state here:
# - window/layout constants (width, height, dock/water/grass regions)
# - app.creatures (from loadCreatures)
# - app.save (from loadSave) and derived player values
# - app.scene (which screen is active: 'dock', 'shop', 'catch', ...)
# - fishing state (idle / waiting-for-bite / skill-check / result)
# - skill-check state placeholders (cursor angle, bars, speed, result)
# - app.stepsPerSecond for the game loop cadence
# Delegates to the smaller setup helpers below to keep this readable.
pass
#DRAWING CONSTANTS
app.width = 600
app.height = 400
app.background = 'lightSkyBlue'
app.waterColor = 'midnightBlue'
app.grassColor = 'seaGreen'
app.waterHeight = app.height // 3
app.waterBottom = app.height = app.waterHeight
app.grassHeight = 20
app.grassBottom = app.height - app.waterHeight - app.grassHeight
#GAME STATE/SETUP
app.stepsPerSecond = 30
app.creatures = loadCreatures()
app.save = loadSave()
app.scene = "idle" # idle, waiting-for-bite, skill-check, result, shopping, menu
#SKILL CHECK
app.skillCheckAngle = 0
app.skillCheckSpeed = 1
app.skillCheckBars = []
app.skillCheckSpeed = 1
app.skillCheckFailed = False
#FISHING
app.fishingTimer = 0
app.hookedFish = None
def resetFishingState(app):
@@ -115,6 +150,12 @@ def startSkillCheck(app, creature):
# bar length/width. Also apply any owned upgrades that modify these values
# (e.g. slower cursor, wider bars, extra forgiveness). Stores the resulting
# parameters on app for the controller/view to use.
app.scene = "skill-check"
difficulty = creature["difficulty"]
fishingPower = 1 + sum(upgrade[2] for upgrade in AVAILABLE_UPGRADES if (upgrade[0] in app.save["owned_upgrades"] and upgrade[1] == "power"))
app.skillCheckSpeed = difficulty / fishingPower
pass