annotate pytouhou/game/game.py @ 188:008f90ebfdc0

Fix replay handling and add support for encrypted replays
author Thibaut Girka <thib@sitedethib.com>
date Thu, 27 Oct 2011 14:24:07 +0200
parents 54eb6b254b7b
children dbe6b7b2d3fc
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15
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16 from pytouhou.utils.random import Random
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17
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18 from pytouhou.vm.eclrunner import ECLMainRunner
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19
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20 from pytouhou.game.player import Player
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21 from pytouhou.game.enemy import Enemy
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22 from pytouhou.game.item import Item
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23 from pytouhou.game.effect import Effect
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24 from pytouhou.game.effect import Particle
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25
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26
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28 class Game(object):
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29 def __init__(self, resource_loader, player_states, stage, rank, difficulty,
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30 bullet_types, item_types, characters, prng=None, nb_bullets_max=None):
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31 self.resource_loader = resource_loader
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32
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33 self.nb_bullets_max = nb_bullets_max
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34 self.bullet_types = bullet_types
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35 self.item_types = item_types
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36 self.characters = characters
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37
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38 self.players = [Player(player_state, characters[player_state.character], self) for player_state in player_states]
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39 self.enemies = []
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40 self.effects = []
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41 self.bullets = []
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42 self.cancelled_bullets = []
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43 self.players_bullets = []
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44 self.items = []
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45
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46 self.stage = stage
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47 self.rank = rank
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48 self.difficulty = difficulty
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49 self.boss = None
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50 self.spellcard = None
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51 self.prng = prng or Random()
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52 self.frame = 0
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53
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54 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage,
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55 'stg%denm2.anm' % stage))
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56 self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',))
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57 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage)
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58 self.ecl_runner = ECLMainRunner(ecl, self)
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59
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60 #TODO: The game calls it two times. What for?
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61 # See 102h.exe@0x413220 if you think you're brave enough.
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62 self.prng.rand_uint16()
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63 self.prng.rand_uint16()
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65
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66 def drop_bonus(self, x, y, _type, end_pos=None):
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67 player = self.players[0] #TODO
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68 if _type > 6:
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69 return
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70 item_type = self.item_types[_type]
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71 item = Item((x, y), item_type, self, end_pos=end_pos)
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72 self.items.append(item)
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73
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74
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75 def change_bullets_into_star_items(self):
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76 player = self.players[0] #TODO
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77 item_type = self.item_types[6]
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78 self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets)
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79 self.bullets = []
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81
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82 def new_death(self, pos, index):
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83 anim = {0: 3, 1: 4, 2: 5}[index % 256] # The TB is wanted, if index isn’t in these values the original game crashs.
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84 self.effects.append(Effect(pos, anim, self.etama4))
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85
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87 def new_particle(self, pos, color, size, amp):
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88 self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size,
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89 (pos[0] + amp * self.prng.rand_double() - amp/2,
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90 pos[1] + amp * self.prng.rand_double() - amp/2)))
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91
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92
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93 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score):
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94 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self)
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95 self.enemies.append(enemy)
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96 return enemy
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98
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99 def run_iter(self, keystate):
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100 # 1. VMs.
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101 self.ecl_runner.run_iter()
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102
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103 # 2. Filter out destroyed enemies
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104 self.enemies = [enemy for enemy in self.enemies if not enemy._removed]
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105 self.effects = [enemy for enemy in self.effects if not enemy._removed]
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106 self.bullets = [bullet for bullet in self.bullets if not bullet._removed]
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107 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed]
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108 self.items = [item for item in self.items if not item._removed]
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109
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110 # 3. Let's play!
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111 #TODO: check update orders
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112 for player in self.players:
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113 player.update(keystate) #TODO: differentiate keystates (multiplayer mode)
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114 if player.state.x < 8.:
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115 player.state.x = 8.
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116 if player.state.x > 384.-8: #TODO
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117 player.state.x = 384.-8
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118 if player.state.y < 16.:
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119 player.state.y = 16.
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120 if player.state.y > 448.-16: #TODO
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121 player.state.y = 448.-16
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122
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123 for enemy in self.enemies:
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124 enemy.update()
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125
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126 for enemy in self.effects:
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127 enemy.update()
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parents: 165
diff changeset
128
151
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diff changeset
129 for bullet in self.bullets:
97
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diff changeset
130 bullet.update()
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diff changeset
131
161
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parents: 159
diff changeset
132 for bullet in self.cancelled_bullets:
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parents: 159
diff changeset
133 bullet.update()
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parents: 159
diff changeset
134
164
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135 for bullet in self.players_bullets:
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diff changeset
136 bullet.update()
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137
151
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diff changeset
138 for item in self.items:
150
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diff changeset
139 item.update()
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parents: 143
diff changeset
140
142
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141 # 4. Check for collisions!
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parents: 134
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142 #TODO
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143 for player in self.players:
172
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diff changeset
144 if not player.state.touchable:
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parents: 171
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145 continue
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146
142
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parents: 134
diff changeset
147 px, py = player.x, player.y
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parents: 134
diff changeset
148 phalf_size = player.hitbox_half_size
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diff changeset
149 px1, px2 = px - phalf_size, px + phalf_size
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diff changeset
150 py1, py2 = py - phalf_size, py + phalf_size
152
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151
176
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parents: 173
diff changeset
152 ghalf_size = player.graze_hitbox_half_size
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parents: 173
diff changeset
153 gx1, gx2 = px - ghalf_size, px + ghalf_size
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parents: 173
diff changeset
154 gy1, gy2 = py - ghalf_size, py + ghalf_size
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parents: 173
diff changeset
155
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 150
diff changeset
156 for bullet in self.bullets:
142
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parents: 134
diff changeset
157 half_size = bullet.hitbox_half_size
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diff changeset
158 bx, by = bullet.x, bullet.y
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parents: 134
diff changeset
159 bx1, bx2 = bx - half_size, bx + half_size
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parents: 134
diff changeset
160 by1, by2 = by - half_size, by + half_size
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parents: 134
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161
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parents: 134
diff changeset
162 if not (bx2 < px1 or bx1 > px2
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diff changeset
163 or by2 < py1 or by1 > py2):
156
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parents: 154
diff changeset
164 bullet.collide()
172
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parents: 171
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165 if player.state.invulnerable_time == 0:
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parents: 171
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166 player.collide()
152
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167
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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parents: 180
diff changeset
168 elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2
176
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parents: 173
diff changeset
169 or by2 < gy1 or by1 > gy2):
181
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parents: 180
diff changeset
170 bullet.grazed = True
184
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parents: 181
diff changeset
171 player.state.graze += 1
181
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parents: 180
diff changeset
172 player.state.score += 500 # found experimentally
184
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parents: 181
diff changeset
173 self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range.
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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parents: 180
diff changeset
174 #TODO: display a static particle during one frame at
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parents: 180
diff changeset
175 # 12 pixels of the player, in the axis of the “collision”.
176
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parents: 173
diff changeset
176
152
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diff changeset
177 for enemy in self.enemies:
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diff changeset
178 half_size_x, half_size_y = enemy.hitbox_half_size
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diff changeset
179 bx, by = enemy.x, enemy.y
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diff changeset
180 bx1, bx2 = bx - half_size_x, bx + half_size_x
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parents: 151
diff changeset
181 by1, by2 = by - half_size_y, by + half_size_y
142
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diff changeset
182
156
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parents: 154
diff changeset
183 if enemy.touchable and not (bx2 < px1 or bx1 > px2
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parents: 154
diff changeset
184 or by2 < py1 or by1 > py2):
166
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parents: 165
diff changeset
185 enemy.on_collide()
172
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parents: 171
diff changeset
186 if player.state.invulnerable_time == 0:
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diff changeset
187 player.collide()
152
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diff changeset
188
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parents: 151
diff changeset
189 for item in self.items:
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diff changeset
190 half_size = item.hitbox_half_size
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parents: 151
diff changeset
191 bx, by = item.x, item.y
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parents: 151
diff changeset
192 bx1, bx2 = bx - half_size, bx + half_size
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parents: 151
diff changeset
193 by1, by2 = by - half_size, by + half_size
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parents: 151
diff changeset
194
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diff changeset
195 if not (bx2 < px1 or bx1 > px2
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parents: 151
diff changeset
196 or by2 < py1 or by1 > py2):
156
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parents: 154
diff changeset
197 player.collect(item)
150
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parents: 143
diff changeset
198
164
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parents: 161
diff changeset
199 for enemy in self.enemies:
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parents: 161
diff changeset
200 ex, ey = enemy.x, enemy.y
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parents: 161
diff changeset
201 ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size
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parents: 161
diff changeset
202 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x
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parents: 161
diff changeset
203 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y
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parents: 161
diff changeset
204
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parents: 161
diff changeset
205 for bullet in self.players_bullets:
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parents: 161
diff changeset
206 half_size = bullet.hitbox_half_size
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parents: 161
diff changeset
207 bx, by = bullet.x, bullet.y
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parents: 161
diff changeset
208 bx1, bx2 = bx - half_size, bx + half_size
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parents: 161
diff changeset
209 by1, by2 = by - half_size, by + half_size
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parents: 161
diff changeset
210
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parents: 161
diff changeset
211 if not (bx2 < ex1 or bx1 > ex2
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parents: 161
diff changeset
212 or by2 < ey1 or by1 > ey2):
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parents: 161
diff changeset
213 bullet.collide()
166
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parents: 165
diff changeset
214 enemy.on_attack(bullet)
172
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parents: 171
diff changeset
215 player.state.score += 90 # found experimentally
164
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parents: 161
diff changeset
216
142
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parents: 134
diff changeset
217 # 5. Cleaning
97
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parents: 83
diff changeset
218 self.cleanup()
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diff changeset
219
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 150
diff changeset
220 self.frame += 1
97
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parents: 83
diff changeset
221
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parents: 83
diff changeset
222
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parents: 83
diff changeset
223 def cleanup(self):
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parents: 83
diff changeset
224 # Filter out non-visible enemies
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parents: 83
diff changeset
225 for enemy in tuple(self.enemies):
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parents: 83
diff changeset
226 if enemy.is_visible(384, 448): #TODO
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parents: 83
diff changeset
227 enemy._was_visible = True
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parents: 83
diff changeset
228 elif enemy._was_visible:
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parents: 83
diff changeset
229 # Filter out-of-screen enemy
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parents: 83
diff changeset
230 enemy._removed = True
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parents: 83
diff changeset
231 self.enemies.remove(enemy)
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parents: 83
diff changeset
232
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parents: 83
diff changeset
233 # Filter out-of-scren bullets
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parents: 83
diff changeset
234 # TODO: was_visible thing
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 150
diff changeset
235 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)]
161
7e7368356445 Add bullet cancel anim support
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parents: 159
diff changeset
236 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)]
164
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parents: 161
diff changeset
237 self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)]
97
ac2e5e1c2c3c Refactor \o/
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parents: 83
diff changeset
238
165
c8c60291c56f Implement item dropping by enemies.
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parents: 164
diff changeset
239 # Filter out-of-scren items
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parents: 164
diff changeset
240 self.items = [item for item in self.items if item.y < 448]
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parents: 164
diff changeset
241
97
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parents: 83
diff changeset
242 # Disable boss mode if it is dead/it has timeout
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 150
diff changeset
243 if self.boss and self.boss._removed:
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parents: 150
diff changeset
244 self.boss = None
97
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parents: 83
diff changeset
245