Obstacle areas (issue 120) - #125

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Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)
Closed

Obstacle areas (issue 120)#125
Davidek523 wants to merge 21 commits into
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Obstacle-areas-(issue-120)

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Pull Request Template

Type of Pull Request

Only check one box per pull request.

  • 🛠️ Code - Changes to the codebase.
  • 🔄 Revert - Reverts a previously merged commit or PR.
  • 📄 Documentation - Updates to documentation files.
  • 🎵 Audio - Changes to audio files.
  • 🎨 Asset - Updates to design or visual assets.

Summary

This PR adds obstacles objects to the game. Now when the player comes in contact with such a object, the player will receive damage and on the screen it will be shown how much!

Related Issues

This PR closes issue(s) #120


✅ Checklist:

  • Tested the changes locally.
  • Verified that no breaking changes are introduced.
  • Updated documentation (if applicable).

🏷️ Labels:

type: ..., area: ..., game-..., ...

Added:
- new state for obstacles
- state methods within this class
Added:
- obstacles to the map
- in setup drew the obstacles onto the map
- in obstacle state added logic for collision
Fixed:
- in game running:
Typo from the imported class
- obstacle state:
logical issues with collision
Changed:
- Removed the object state from states and refactored it to not use state anymore
- Changed file name and the file place
Called:
- object handler in game running
Fixed:
- issue where message of dealing damage was not showing up
Changed:
- commentend display flip method in object handler to save frames
Changed:
- the black block for the message transparent
Changed:
- the color of the message
Small fix groups
Fixed all the typehints

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Hi, since there is no objective for the player yet, I think what could work with the collisions is that is the player health < 0, that it will reset the player's position to the starting position.
image


Also, I think it could be helpful if you make it that you see the player getting a white border or flashing sprite that it shows to the player that you hit an object, because now it is static, and the drawing order could be different, so the player's (rectangle for now) behind the obstacle, instead of over the obstacle.
image

Comment threadsrc/obstacle_handler.py Outdated
Fixed:
- Health going infinitly low
Added:
- a flashing effect when the player gets hurt by the obstacles
Changed:
- the location of the dt from the handler to the game loop
Fixed:
- Flash not working properly
Removed:
- unnecessary delta time
Finished:
- when the player comes in contact with a obstacle the rect will flash
Added:
- when the player reaches 0 health, he will respawn at the start position with the maximum amount of health
Fixed:
- typehint issues
@Davidek523

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Addressed the issues that you mentioned! Could you take a look?

@ultimateownsz

ultimateownsz commented Jun 2, 2025

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It's looking good, could you also add the collision with islands? And make the flashing player hit only when it's bein hit and not constantly?

Fixed:
- constant flashing when the player stays on the obstacle.
Changed:
- the file name to object_manager
- class name to ObjectManager
- as requested
@Davidek523

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Fixed the issues you we're talking about and also changed the name of the file and the class as requested! Everything works, no bugs!

@ultimateownszultimateownsz left a comment

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Looking good, it all works. Before I forget, I would only want you to add unit tests since your obstacle_manager is a new feature for the project. Do this and your code can be merged!

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@Davidek523@ultimateownsz
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
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}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Obstacle areas (issue 120) - #125

Closed
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)
Closed

Obstacle areas (issue 120)#125
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)

Conversation

@Davidek523

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Pull Request Template

Type of Pull Request

Only check one box per pull request.

  • 🛠️ Code - Changes to the codebase.
  • 🔄 Revert - Reverts a previously merged commit or PR.
  • 📄 Documentation - Updates to documentation files.
  • 🎵 Audio - Changes to audio files.
  • 🎨 Asset - Updates to design or visual assets.

Summary

This PR adds obstacles objects to the game. Now when the player comes in contact with such a object, the player will receive damage and on the screen it will be shown how much!

Related Issues

This PR closes issue(s) #120


✅ Checklist:

  • Tested the changes locally.
  • Verified that no breaking changes are introduced.
  • Updated documentation (if applicable).

🏷️ Labels:

type: ..., area: ..., game-..., ...

Added:
- new state for obstacles
- state methods within this class
Added:
- obstacles to the map
- in setup drew the obstacles onto the map
- in obstacle state added logic for collision
Fixed:
- in game running:
Typo from the imported class
- obstacle state:
logical issues with collision
Changed:
- Removed the object state from states and refactored it to not use state anymore
- Changed file name and the file place
Called:
- object handler in game running
Fixed:
- issue where message of dealing damage was not showing up
Changed:
- commentend display flip method in object handler to save frames
Changed:
- the black block for the message transparent
Changed:
- the color of the message
Small fix groups
Fixed all the typehints

@ultimateownszultimateownsz left a comment

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Hi, since there is no objective for the player yet, I think what could work with the collisions is that is the player health < 0, that it will reset the player's position to the starting position.
image


Also, I think it could be helpful if you make it that you see the player getting a white border or flashing sprite that it shows to the player that you hit an object, because now it is static, and the drawing order could be different, so the player's (rectangle for now) behind the obstacle, instead of over the obstacle.
image

Comment threadsrc/obstacle_handler.py Outdated
Fixed:
- Health going infinitly low
Added:
- a flashing effect when the player gets hurt by the obstacles
Changed:
- the location of the dt from the handler to the game loop
Fixed:
- Flash not working properly
Removed:
- unnecessary delta time
Finished:
- when the player comes in contact with a obstacle the rect will flash
Added:
- when the player reaches 0 health, he will respawn at the start position with the maximum amount of health
Fixed:
- typehint issues
@Davidek523

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CollaboratorAuthor

Addressed the issues that you mentioned! Could you take a look?

@ultimateownsz

ultimateownsz commented Jun 2, 2025

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It's looking good, could you also add the collision with islands? And make the flashing player hit only when it's bein hit and not constantly?

Fixed:
- constant flashing when the player stays on the obstacle.
Changed:
- the file name to object_manager
- class name to ObjectManager
- as requested
@Davidek523

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Fixed the issues you we're talking about and also changed the name of the file and the class as requested! Everything works, no bugs!

@ultimateownszultimateownsz left a comment

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Looking good, it all works. Before I forget, I would only want you to add unit tests since your obstacle_manager is a new feature for the project. Do this and your code can be merged!

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Successfully merging this pull request may close these issues.

2 participants

@Davidek523@ultimateownsz
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Obstacle areas (issue 120) - #125

Closed
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)
Closed

Obstacle areas (issue 120)#125
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)

Conversation

@Davidek523

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Pull Request Template

Type of Pull Request

Only check one box per pull request.

  • 🛠️ Code - Changes to the codebase.
  • 🔄 Revert - Reverts a previously merged commit or PR.
  • 📄 Documentation - Updates to documentation files.
  • 🎵 Audio - Changes to audio files.
  • 🎨 Asset - Updates to design or visual assets.

Summary

This PR adds obstacles objects to the game. Now when the player comes in contact with such a object, the player will receive damage and on the screen it will be shown how much!

Related Issues

This PR closes issue(s) #120


✅ Checklist:

  • Tested the changes locally.
  • Verified that no breaking changes are introduced.
  • Updated documentation (if applicable).

🏷️ Labels:

type: ..., area: ..., game-..., ...

Added:
- new state for obstacles
- state methods within this class
Added:
- obstacles to the map
- in setup drew the obstacles onto the map
- in obstacle state added logic for collision
Fixed:
- in game running:
Typo from the imported class
- obstacle state:
logical issues with collision
Changed:
- Removed the object state from states and refactored it to not use state anymore
- Changed file name and the file place
Called:
- object handler in game running
Fixed:
- issue where message of dealing damage was not showing up
Changed:
- commentend display flip method in object handler to save frames
Changed:
- the black block for the message transparent
Changed:
- the color of the message
Small fix groups
Fixed all the typehints

@ultimateownszultimateownsz left a comment

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Hi, since there is no objective for the player yet, I think what could work with the collisions is that is the player health < 0, that it will reset the player's position to the starting position.
image


Also, I think it could be helpful if you make it that you see the player getting a white border or flashing sprite that it shows to the player that you hit an object, because now it is static, and the drawing order could be different, so the player's (rectangle for now) behind the obstacle, instead of over the obstacle.
image

Comment threadsrc/obstacle_handler.py Outdated
Fixed:
- Health going infinitly low
Added:
- a flashing effect when the player gets hurt by the obstacles
Changed:
- the location of the dt from the handler to the game loop
Fixed:
- Flash not working properly
Removed:
- unnecessary delta time
Finished:
- when the player comes in contact with a obstacle the rect will flash
Added:
- when the player reaches 0 health, he will respawn at the start position with the maximum amount of health
Fixed:
- typehint issues
@Davidek523

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CollaboratorAuthor

Addressed the issues that you mentioned! Could you take a look?

@ultimateownsz

ultimateownsz commented Jun 2, 2025

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It's looking good, could you also add the collision with islands? And make the flashing player hit only when it's bein hit and not constantly?

Fixed:
- constant flashing when the player stays on the obstacle.
Changed:
- the file name to object_manager
- class name to ObjectManager
- as requested
@Davidek523

Copy link
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CollaboratorAuthor

Fixed the issues you we're talking about and also changed the name of the file and the class as requested! Everything works, no bugs!

@ultimateownszultimateownsz left a comment

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Looking good, it all works. Before I forget, I would only want you to add unit tests since your obstacle_manager is a new feature for the project. Do this and your code can be merged!

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Successfully merging this pull request may close these issues.

2 participants

@Davidek523@ultimateownsz
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Obstacle areas (issue 120) - #125

Closed
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)
Closed

Obstacle areas (issue 120)#125
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)

Conversation

@Davidek523

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Pull Request Template

Type of Pull Request

Only check one box per pull request.

  • 🛠️ Code - Changes to the codebase.
  • 🔄 Revert - Reverts a previously merged commit or PR.
  • 📄 Documentation - Updates to documentation files.
  • 🎵 Audio - Changes to audio files.
  • 🎨 Asset - Updates to design or visual assets.

Summary

This PR adds obstacles objects to the game. Now when the player comes in contact with such a object, the player will receive damage and on the screen it will be shown how much!

Related Issues

This PR closes issue(s) #120


✅ Checklist:

  • Tested the changes locally.
  • Verified that no breaking changes are introduced.
  • Updated documentation (if applicable).

🏷️ Labels:

type: ..., area: ..., game-..., ...

Added:
- new state for obstacles
- state methods within this class
Added:
- obstacles to the map
- in setup drew the obstacles onto the map
- in obstacle state added logic for collision
Fixed:
- in game running:
Typo from the imported class
- obstacle state:
logical issues with collision
Changed:
- Removed the object state from states and refactored it to not use state anymore
- Changed file name and the file place
Called:
- object handler in game running
Fixed:
- issue where message of dealing damage was not showing up
Changed:
- commentend display flip method in object handler to save frames
Changed:
- the black block for the message transparent
Changed:
- the color of the message
Small fix groups
Fixed all the typehints

@ultimateownszultimateownsz left a comment

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Hi, since there is no objective for the player yet, I think what could work with the collisions is that is the player health < 0, that it will reset the player's position to the starting position.
image


Also, I think it could be helpful if you make it that you see the player getting a white border or flashing sprite that it shows to the player that you hit an object, because now it is static, and the drawing order could be different, so the player's (rectangle for now) behind the obstacle, instead of over the obstacle.
image

Comment threadsrc/obstacle_handler.py Outdated
Fixed:
- Health going infinitly low
Added:
- a flashing effect when the player gets hurt by the obstacles
Changed:
- the location of the dt from the handler to the game loop
Fixed:
- Flash not working properly
Removed:
- unnecessary delta time
Finished:
- when the player comes in contact with a obstacle the rect will flash
Added:
- when the player reaches 0 health, he will respawn at the start position with the maximum amount of health
Fixed:
- typehint issues
@Davidek523

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CollaboratorAuthor

Addressed the issues that you mentioned! Could you take a look?

@ultimateownsz

ultimateownsz commented Jun 2, 2025

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It's looking good, could you also add the collision with islands? And make the flashing player hit only when it's bein hit and not constantly?

Fixed:
- constant flashing when the player stays on the obstacle.
Changed:
- the file name to object_manager
- class name to ObjectManager
- as requested
@Davidek523

Copy link
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CollaboratorAuthor

Fixed the issues you we're talking about and also changed the name of the file and the class as requested! Everything works, no bugs!

@ultimateownszultimateownsz left a comment

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Looking good, it all works. Before I forget, I would only want you to add unit tests since your obstacle_manager is a new feature for the project. Do this and your code can be merged!

Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

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Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@Davidek523@ultimateownsz
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Obstacle areas (issue 120) - #125

Closed
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)
Closed

Obstacle areas (issue 120)#125
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)

Conversation

@Davidek523

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Pull Request Template

Type of Pull Request

Only check one box per pull request.

  • 🛠️ Code - Changes to the codebase.
  • 🔄 Revert - Reverts a previously merged commit or PR.
  • 📄 Documentation - Updates to documentation files.
  • 🎵 Audio - Changes to audio files.
  • 🎨 Asset - Updates to design or visual assets.

Summary

This PR adds obstacles objects to the game. Now when the player comes in contact with such a object, the player will receive damage and on the screen it will be shown how much!

Related Issues

This PR closes issue(s) #120


✅ Checklist:

  • Tested the changes locally.
  • Verified that no breaking changes are introduced.
  • Updated documentation (if applicable).

🏷️ Labels:

type: ..., area: ..., game-..., ...

Added:
- new state for obstacles
- state methods within this class
Added:
- obstacles to the map
- in setup drew the obstacles onto the map
- in obstacle state added logic for collision
Fixed:
- in game running:
Typo from the imported class
- obstacle state:
logical issues with collision
Changed:
- Removed the object state from states and refactored it to not use state anymore
- Changed file name and the file place
Called:
- object handler in game running
Fixed:
- issue where message of dealing damage was not showing up
Changed:
- commentend display flip method in object handler to save frames
Changed:
- the black block for the message transparent
Changed:
- the color of the message
Small fix groups
Fixed all the typehints

@ultimateownszultimateownsz left a comment

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Hi, since there is no objective for the player yet, I think what could work with the collisions is that is the player health < 0, that it will reset the player's position to the starting position.
image


Also, I think it could be helpful if you make it that you see the player getting a white border or flashing sprite that it shows to the player that you hit an object, because now it is static, and the drawing order could be different, so the player's (rectangle for now) behind the obstacle, instead of over the obstacle.
image

Comment threadsrc/obstacle_handler.py Outdated
Fixed:
- Health going infinitly low
Added:
- a flashing effect when the player gets hurt by the obstacles
Changed:
- the location of the dt from the handler to the game loop
Fixed:
- Flash not working properly
Removed:
- unnecessary delta time
Finished:
- when the player comes in contact with a obstacle the rect will flash
Added:
- when the player reaches 0 health, he will respawn at the start position with the maximum amount of health
Fixed:
- typehint issues
@Davidek523

Copy link
Copy Markdown
CollaboratorAuthor

Addressed the issues that you mentioned! Could you take a look?

@ultimateownsz

ultimateownsz commented Jun 2, 2025

Copy link
Copy Markdown
Collaborator

It's looking good, could you also add the collision with islands? And make the flashing player hit only when it's bein hit and not constantly?

Fixed:
- constant flashing when the player stays on the obstacle.
Changed:
- the file name to object_manager
- class name to ObjectManager
- as requested
@Davidek523

Copy link
Copy Markdown
CollaboratorAuthor

Fixed the issues you we're talking about and also changed the name of the file and the class as requested! Everything works, no bugs!

@ultimateownszultimateownsz left a comment

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Looking good, it all works. Before I forget, I would only want you to add unit tests since your obstacle_manager is a new feature for the project. Do this and your code can be merged!

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Obstacle areas (issue 120) - #125

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Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)
Closed

Obstacle areas (issue 120)#125
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)

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@Davidek523

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Pull Request Template

Type of Pull Request

Only check one box per pull request.

  • 🛠️ Code - Changes to the codebase.
  • 🔄 Revert - Reverts a previously merged commit or PR.
  • 📄 Documentation - Updates to documentation files.
  • 🎵 Audio - Changes to audio files.
  • 🎨 Asset - Updates to design or visual assets.

Summary

This PR adds obstacles objects to the game. Now when the player comes in contact with such a object, the player will receive damage and on the screen it will be shown how much!

Related Issues

This PR closes issue(s) #120


✅ Checklist:

  • Tested the changes locally.
  • Verified that no breaking changes are introduced.
  • Updated documentation (if applicable).

🏷️ Labels:

type: ..., area: ..., game-..., ...

Added:
- new state for obstacles
- state methods within this class
Added:
- obstacles to the map
- in setup drew the obstacles onto the map
- in obstacle state added logic for collision
Fixed:
- in game running:
Typo from the imported class
- obstacle state:
logical issues with collision
Changed:
- Removed the object state from states and refactored it to not use state anymore
- Changed file name and the file place
Called:
- object handler in game running
Fixed:
- issue where message of dealing damage was not showing up
Changed:
- commentend display flip method in object handler to save frames
Changed:
- the black block for the message transparent
Changed:
- the color of the message
Small fix groups
Fixed all the typehints

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Hi, since there is no objective for the player yet, I think what could work with the collisions is that is the player health < 0, that it will reset the player's position to the starting position.
image


Also, I think it could be helpful if you make it that you see the player getting a white border or flashing sprite that it shows to the player that you hit an object, because now it is static, and the drawing order could be different, so the player's (rectangle for now) behind the obstacle, instead of over the obstacle.
image

Comment threadsrc/obstacle_handler.py Outdated
Fixed:
- Health going infinitly low
Added:
- a flashing effect when the player gets hurt by the obstacles
Changed:
- the location of the dt from the handler to the game loop
Fixed:
- Flash not working properly
Removed:
- unnecessary delta time
Finished:
- when the player comes in contact with a obstacle the rect will flash
Added:
- when the player reaches 0 health, he will respawn at the start position with the maximum amount of health
Fixed:
- typehint issues
@Davidek523

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Addressed the issues that you mentioned! Could you take a look?

@ultimateownsz

ultimateownsz commented Jun 2, 2025

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It's looking good, could you also add the collision with islands? And make the flashing player hit only when it's bein hit and not constantly?

Fixed:
- constant flashing when the player stays on the obstacle.
Changed:
- the file name to object_manager
- class name to ObjectManager
- as requested
@Davidek523

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Fixed the issues you we're talking about and also changed the name of the file and the class as requested! Everything works, no bugs!

@ultimateownszultimateownsz left a comment

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Looking good, it all works. Before I forget, I would only want you to add unit tests since your obstacle_manager is a new feature for the project. Do this and your code can be merged!

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Labels

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Development

Successfully merging this pull request may close these issues.

2 participants

@Davidek523@ultimateownsz
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Obstacle areas (issue 120) - #125

Closed
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)
Closed

Obstacle areas (issue 120)#125
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)

Conversation

@Davidek523

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Pull Request Template

Type of Pull Request

Only check one box per pull request.

  • 🛠️ Code - Changes to the codebase.
  • 🔄 Revert - Reverts a previously merged commit or PR.
  • 📄 Documentation - Updates to documentation files.
  • 🎵 Audio - Changes to audio files.
  • 🎨 Asset - Updates to design or visual assets.

Summary

This PR adds obstacles objects to the game. Now when the player comes in contact with such a object, the player will receive damage and on the screen it will be shown how much!

Related Issues

This PR closes issue(s) #120


✅ Checklist:

  • Tested the changes locally.
  • Verified that no breaking changes are introduced.
  • Updated documentation (if applicable).

🏷️ Labels:

type: ..., area: ..., game-..., ...

Added:
- new state for obstacles
- state methods within this class
Added:
- obstacles to the map
- in setup drew the obstacles onto the map
- in obstacle state added logic for collision
Fixed:
- in game running:
Typo from the imported class
- obstacle state:
logical issues with collision
Changed:
- Removed the object state from states and refactored it to not use state anymore
- Changed file name and the file place
Called:
- object handler in game running
Fixed:
- issue where message of dealing damage was not showing up
Changed:
- commentend display flip method in object handler to save frames
Changed:
- the black block for the message transparent
Changed:
- the color of the message
Small fix groups
Fixed all the typehints

@ultimateownszultimateownsz left a comment

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Hi, since there is no objective for the player yet, I think what could work with the collisions is that is the player health < 0, that it will reset the player's position to the starting position.
image


Also, I think it could be helpful if you make it that you see the player getting a white border or flashing sprite that it shows to the player that you hit an object, because now it is static, and the drawing order could be different, so the player's (rectangle for now) behind the obstacle, instead of over the obstacle.
image

Comment threadsrc/obstacle_handler.py Outdated
Fixed:
- Health going infinitly low
Added:
- a flashing effect when the player gets hurt by the obstacles
Changed:
- the location of the dt from the handler to the game loop
Fixed:
- Flash not working properly
Removed:
- unnecessary delta time
Finished:
- when the player comes in contact with a obstacle the rect will flash
Added:
- when the player reaches 0 health, he will respawn at the start position with the maximum amount of health
Fixed:
- typehint issues
@Davidek523

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CollaboratorAuthor

Addressed the issues that you mentioned! Could you take a look?

@ultimateownsz

ultimateownsz commented Jun 2, 2025

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It's looking good, could you also add the collision with islands? And make the flashing player hit only when it's bein hit and not constantly?

Fixed:
- constant flashing when the player stays on the obstacle.
Changed:
- the file name to object_manager
- class name to ObjectManager
- as requested
@Davidek523

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CollaboratorAuthor

Fixed the issues you we're talking about and also changed the name of the file and the class as requested! Everything works, no bugs!

@ultimateownszultimateownsz left a comment

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Looking good, it all works. Before I forget, I would only want you to add unit tests since your obstacle_manager is a new feature for the project. Do this and your code can be merged!

Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

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Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants

@Davidek523@ultimateownsz
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Obstacle areas (issue 120) - #125

Closed
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)
Closed

Obstacle areas (issue 120)#125
Davidek523 wants to merge 21 commits into
mainfrom
Obstacle-areas-(issue-120)

Conversation

@Davidek523

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Pull Request Template

Type of Pull Request

Only check one box per pull request.

  • 🛠️ Code - Changes to the codebase.
  • 🔄 Revert - Reverts a previously merged commit or PR.
  • 📄 Documentation - Updates to documentation files.
  • 🎵 Audio - Changes to audio files.
  • 🎨 Asset - Updates to design or visual assets.

Summary

This PR adds obstacles objects to the game. Now when the player comes in contact with such a object, the player will receive damage and on the screen it will be shown how much!

Related Issues

This PR closes issue(s) #120


✅ Checklist:

  • Tested the changes locally.
  • Verified that no breaking changes are introduced.
  • Updated documentation (if applicable).

🏷️ Labels:

type: ..., area: ..., game-..., ...

Added:
- new state for obstacles
- state methods within this class
Added:
- obstacles to the map
- in setup drew the obstacles onto the map
- in obstacle state added logic for collision
Fixed:
- in game running:
Typo from the imported class
- obstacle state:
logical issues with collision
Changed:
- Removed the object state from states and refactored it to not use state anymore
- Changed file name and the file place
Called:
- object handler in game running
Fixed:
- issue where message of dealing damage was not showing up
Changed:
- commentend display flip method in object handler to save frames
Changed:
- the black block for the message transparent
Changed:
- the color of the message
Small fix groups
Fixed all the typehints

@ultimateownszultimateownsz left a comment

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Hi, since there is no objective for the player yet, I think what could work with the collisions is that is the player health < 0, that it will reset the player's position to the starting position.
image


Also, I think it could be helpful if you make it that you see the player getting a white border or flashing sprite that it shows to the player that you hit an object, because now it is static, and the drawing order could be different, so the player's (rectangle for now) behind the obstacle, instead of over the obstacle.
image

Comment threadsrc/obstacle_handler.py Outdated
Fixed:
- Health going infinitly low
Added:
- a flashing effect when the player gets hurt by the obstacles
Changed:
- the location of the dt from the handler to the game loop
Fixed:
- Flash not working properly
Removed:
- unnecessary delta time
Finished:
- when the player comes in contact with a obstacle the rect will flash
Added:
- when the player reaches 0 health, he will respawn at the start position with the maximum amount of health
Fixed:
- typehint issues
@Davidek523

Copy link
Copy Markdown
CollaboratorAuthor

Addressed the issues that you mentioned! Could you take a look?

@ultimateownsz

ultimateownsz commented Jun 2, 2025

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Copy Markdown
Collaborator

It's looking good, could you also add the collision with islands? And make the flashing player hit only when it's bein hit and not constantly?

Fixed:
- constant flashing when the player stays on the obstacle.
Changed:
- the file name to object_manager
- class name to ObjectManager
- as requested
@Davidek523

Copy link
Copy Markdown
CollaboratorAuthor

Fixed the issues you we're talking about and also changed the name of the file and the class as requested! Everything works, no bugs!

@ultimateownszultimateownsz left a comment

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Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looking good, it all works. Before I forget, I would only want you to add unit tests since your obstacle_manager is a new feature for the project. Do this and your code can be merged!

Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

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Projects

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Development

Successfully merging this pull request may close these issues.

2 participants

@Davidek523@ultimateownsz