annotate pytouhou/game/item.pyx @ 739:01915da33b99

ecl_vm: Let enemies spawn other enemies.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Mon, 06 Jan 2020 22:43:31 +0100
parents 3168e5ff22dc
children
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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 from libc.math cimport cos, sin, atan2, M_PI as pi
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17
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18 cdef class Indicator(Element):
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19 def __init__(self, Item item):
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20 Element.__init__(self)
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21
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22 self._item = item
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23 self.sprite = item._item_type.indicator_sprite.copy()
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24
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25 self.x = self._item.x
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26 self.y = self.sprite._texcoords[3] / 2.
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28
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29 cdef void update(self) nogil:
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30 #TODO: alpha
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31 self.x = self._item.x
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32
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34
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35 cdef class Item(Element):
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36 def __init__(self, start_pos, long _type, ItemType item_type, Game game,
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37 double angle=pi/2, player=None, end_pos=None,
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38 target=None):
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39 Element.__init__(self, start_pos)
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40
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41 self._game = game
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42 self._type = _type
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43 self._item_type = item_type
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44 self.sprite = item_type.sprite
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45
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46 self.frame = 0
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47 self.angle = angle
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48 self.indicator = None
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50 # The only player allowed to collect that item. If not None,
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51 # autocollection is disabled too.
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52 self.player = player
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54 # The player who has autocollected that item.
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55 # TODO: do we allow stealing in case another player is in the way?
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56 self.target = target
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57
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58 #TODO: find the formulae in the binary.
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59 self.speed_interpolator = None
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60 if end_pos:
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61 self.pos_interpolator = Interpolator(start_pos, 0,
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62 end_pos, 60)
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63 else:
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64 self.speed_interpolator = Interpolator((-2.,), 0,
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65 (0.,), 60)
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66
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67 self.sprite.angle = angle
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70 property objects:
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71 def __get__(self):
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72 if self.indicator is not None:
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73 return [self.indicator]
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74 return [self]
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76
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77 cdef bint autocollect(self, Player player) except True:
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78 if self.target is None and self.player is None:
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79 self.target = player
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80 self.speed = player.sht.autocollection_speed
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81
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82
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83 cdef bint on_collect(self, Player player) except True:
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84 if not (self.player is None or self.player is player):
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85 return False
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86
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87 old_power = player.power
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88 score = 0
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89 label = None
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90 color = 'white'
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91 player.play_sound('item00')
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92
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93 if self._type == 0 or self._type == 2: # power or big power
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94 if old_power < 128:
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95 player.power_bonus = 0
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96 score = 10
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97 player.power += (1 if self._type == 0 else 8)
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98 if player.power > 128:
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99 player.power = 128
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100 for level in (8, 16, 32, 48, 64, 96):
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101 if old_power < level and player.power >= level:
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102 label = self._game.new_label((self.x, self.y), b':') # Actually a “PowerUp” character.
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103 color = 'blue'
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104 label.set_color(color)
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105 labeled = True
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106 else:
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107 bonus = player.power_bonus + (1 if self._type == 0 else 8)
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108 if bonus > 30:
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109 bonus = 30
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110 if bonus < 9:
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111 score = (bonus + 1) * 10
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112 elif bonus < 18:
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113 score = (bonus - 8) * 100
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114 elif bonus < 30:
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115 score = (bonus - 17) * 1000
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116 elif bonus == 30:
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117 score = 51200
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118 color = 'yellow'
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119 player.power_bonus = bonus
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120 self._game.modify_difficulty(+1)
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121
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122 elif self._type == 1: # point
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123 player.points += 1
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124 poc = <long>player.sht.point_of_collection
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125 if player.y < poc:
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diff changeset
126 score = 100000
198
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127 self._game.modify_difficulty(+30)
327
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128 color = 'yellow'
197
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129 else:
625
3168e5ff22dc Cast things closer to their usage, in Item.
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130 score = (728 - <int>(self.y)) * 100 #TODO: check the formula some more.
198
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131 self._game.modify_difficulty(+3)
197
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132
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133 elif self._type == 3: # bomb
494
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parents: 473
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134 if player.bombs < 8:
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135 player.bombs += 1
198
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diff changeset
136 self._game.modify_difficulty(+5)
197
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diff changeset
137
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138 elif self._type == 4: # full power
264
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diff changeset
139 score = 1000
494
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diff changeset
140 player.power = 128
197
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diff changeset
141
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diff changeset
142 elif self._type == 5: # 1up
494
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parents: 473
diff changeset
143 if player.lives < 8:
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diff changeset
144 player.lives += 1
198
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diff changeset
145 self._game.modify_difficulty(+200)
343
94fdb6c782c1 Implement sfx for player and enemies.
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diff changeset
146 player.play_sound('extend')
197
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diff changeset
147
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148 elif self._type == 6: # star
264
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diff changeset
149 score = 500
197
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diff changeset
150
494
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diff changeset
151 if old_power < 128 and player.power == 128:
197
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diff changeset
152 #TODO: display “full power”.
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153 self._game.change_bullets_into_star_items()
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diff changeset
154
264
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diff changeset
155 if score > 0:
494
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diff changeset
156 player.score += score
446
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parents: 445
diff changeset
157 if label is None:
590
e15672733c93 Switch to Python 3.x instead of 2.7.
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parents: 571
diff changeset
158 label = self._game.new_label((self.x, self.y), str(score).encode())
327
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diff changeset
159 if color != 'white':
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parents: 315
diff changeset
160 label.set_color(color)
264
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parents: 229
diff changeset
161
304
f3099ebf4f61 Update attribute names to reflect the actual interface.
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parents: 264
diff changeset
162 self.removed = True
197
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diff changeset
163
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diff changeset
164
446
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diff changeset
165 cpdef update(self):
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diff changeset
166 cdef bint offscreen
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
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parents: 343
diff changeset
167
153
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parents: 152
diff changeset
168 if self.frame == 60:
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parents: 152
diff changeset
169 self.speed_interpolator = Interpolator((0.,), 60,
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parents: 152
diff changeset
170 (3.,), 180)
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parents: 152
diff changeset
171
502
3d3285918ba1 Disallow collection of items dropped by the other player in netplay, also fixes a longstanding bug where autocollection worked with those items.
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parents: 494
diff changeset
172 if self.target is not None:
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parents: 494
diff changeset
173 self.angle = atan2(self.target.y - self.y, self.target.x - self.x)
153
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parents: 152
diff changeset
174 self.x += cos(self.angle) * self.speed
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parents: 152
diff changeset
175 self.y += sin(self.angle) * self.speed
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parents: 152
diff changeset
176 elif self.speed_interpolator is None:
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parents: 152
diff changeset
177 self.pos_interpolator.update(self.frame)
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parents: 152
diff changeset
178 self.x, self.y = self.pos_interpolator.values
150
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parents:
diff changeset
179 else:
153
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parents: 152
diff changeset
180 self.speed_interpolator.update(self.frame)
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parents: 152
diff changeset
181 self.speed, = self.speed_interpolator.values
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parents: 152
diff changeset
182 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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parents: 152
diff changeset
183 self.x += dx
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parents: 152
diff changeset
184 self.y += dy
150
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parents:
diff changeset
185
527
db28538cd399 Use Sprite C arrays instead of their tuple representation where it makes sense.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 502
diff changeset
186 offscreen = self.y < -self.sprite._texcoords[3] / 2.
315
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
187 if offscreen:
446
3a33ed7f3b85 Make pytouhou.game.item an extension type.
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parents: 445
diff changeset
188 if self.indicator is None:
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parents: 445
diff changeset
189 self.indicator = Indicator(self)
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parents: 445
diff changeset
190 self.indicator.update()
315
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
191 else:
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Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
192 self.indicator = None
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parents: 306
diff changeset
193
153
37df8c618c2e Add falling items.
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parents: 152
diff changeset
194 self.frame += 1