Mercurial > touhou
annotate pytouhou/games/eosd.py @ 220:0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 18 Dec 2011 14:14:32 +0100 |
parents | a842ddd471fd |
children | 5afc75f71fed |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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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 pytouhou.utils.interpolator import Interpolator |
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16 |
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17 from pytouhou.game.game import Game |
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18 from pytouhou.game.bullettype import BulletType |
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19 from pytouhou.game.itemtype import ItemType |
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20 from pytouhou.game.player import Player |
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21 from pytouhou.game.bullet import Bullet |
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22 from pytouhou.game.orb import Orb |
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23 |
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24 from math import pi |
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25 |
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26 |
220
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27 SQ2 = 2. ** 0.5 / 2. |
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28 |
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29 |
196
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30 class EoSDGame(Game): |
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31 def __init__(self, resource_loader, player_states, stage, rank, difficulty, **kwargs): |
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32 etama3 = resource_loader.get_anm_wrapper(('etama3.anm',)) |
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33 etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
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34 bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4), |
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35 BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6), |
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36 BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4), |
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37 BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6), |
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38 BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5), |
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39 BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4), |
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40 BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16), |
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41 BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11), |
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42 BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9), |
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43 BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)] |
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44 #TODO: hitbox |
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45 item_types = [ItemType(etama3, 0, 7), #Power |
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46 ItemType(etama3, 1, 8), #Point |
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47 ItemType(etama3, 2, 9), #Big power |
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48 ItemType(etama3, 3, 10), #Bomb |
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49 ItemType(etama3, 4, 11), #Full power |
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50 ItemType(etama3, 5, 12), #1up |
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51 ItemType(etama3, 6, 13)] #Star |
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52 |
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53 eosd_characters = [ReimuA, ReimuB, MarisaA, MarisaB] |
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54 players = [] |
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55 for player in player_states: |
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56 players.append(eosd_characters[player.character](player, self, resource_loader)) |
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57 |
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58 Game.__init__(self, resource_loader, players, stage, rank, difficulty, |
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59 bullet_types, item_types, nb_bullets_max=640, **kwargs) |
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60 |
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61 |
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62 |
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63 class EoSDPlayer(Player): |
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64 def __init__(self, state, game, anm_wrapper, speeds=None, hitbox_size=2.5, graze_hitbox_size=42.): |
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65 Player.__init__(self, state, game, anm_wrapper, speeds=speeds) |
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66 |
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67 self.orbs = [Orb(self.anm_wrapper, 128, self.state, self.orb_fire), |
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68 Orb(self.anm_wrapper, 129, self.state, self.orb_fire)] |
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69 |
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70 self.orbs[0].offset_x = -24 |
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71 self.orbs[1].offset_x = 24 |
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72 |
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73 self.orb_dx_interpolator = None |
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74 self.orb_dy_interpolator = None |
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75 |
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76 |
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77 def start_focusing(self): |
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78 self.orb_dx_interpolator = Interpolator((24,), self._game.frame, |
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79 (8,), self._game.frame + 8, |
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80 lambda x: x ** 2) |
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81 self.orb_dy_interpolator = Interpolator((0,), self._game.frame, |
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82 (-32,), self._game.frame + 8) |
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83 self.state.focused = True |
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84 |
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85 |
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86 def stop_focusing(self): |
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87 self.orb_dx_interpolator = Interpolator((8,), self._game.frame, |
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88 (24,), self._game.frame + 8, |
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89 lambda x: x ** 2) |
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90 self.orb_dy_interpolator = Interpolator((-32,), self._game.frame, |
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91 (0,), self._game.frame + 8) |
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92 self.state.focused = False |
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93 |
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94 |
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95 def objects(self): |
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96 return self.orbs if self.state.power >= 8 else [] |
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97 |
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98 |
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99 def update(self, keystate): |
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100 Player.update(self, keystate) |
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101 |
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102 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
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103 if self.orb_dx_interpolator: |
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104 self.orb_dx_interpolator.update(self._game.frame) |
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105 dx, = self.orb_dx_interpolator.values |
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106 self.orbs[0].offset_x = -dx |
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107 self.orbs[1].offset_x = dx |
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108 if self.orb_dy_interpolator: |
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109 self.orb_dy_interpolator.update(self._game.frame) |
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110 dy, = self.orb_dy_interpolator.values |
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111 self.orbs[0].offset_y = dy |
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112 self.orbs[1].offset_y = dy |
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113 |
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114 for orb in self.orbs: |
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115 orb.update() |
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116 |
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117 |
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118 def orb_fire(self, orb): |
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119 pass |
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120 |
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121 |
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122 |
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123 class Reimu(EoSDPlayer): |
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124 def __init__(self, state, game, resource_loader): |
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125 anm_wrapper = resource_loader.get_anm_wrapper(('player00.anm',)) |
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126 self.bullet_angle = pi/30 #TODO: check |
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127 |
220
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128 EoSDPlayer.__init__(self, state, game, anm_wrapper, speeds=(4., 4. * SQ2, 2., 2. * SQ2)) |
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129 |
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130 |
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131 def fire(self): |
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132 if self.fire_time % self.bullet_launch_interval == 0: |
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133 if self.state.power < 16: |
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134 bullets_per_shot = 1 |
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135 elif self.state.power < 48: |
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136 bullets_per_shot = 2 |
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137 elif self.state.power < 96: |
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138 bullets_per_shot = 3 |
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139 elif self.state.power < 128: |
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140 bullets_per_shot = 4 |
199
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141 else: |
196
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142 bullets_per_shot = 5 |
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143 |
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144 bullets = self._game.players_bullets |
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145 nb_bullets_max = self._game.nb_bullets_max |
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146 |
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147 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. |
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148 for bullet_nb in range(bullets_per_shot): |
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149 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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150 break |
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151 |
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152 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, |
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153 bullet_angle, self.bullet_speed, |
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154 (0, 0, 0, 0, 0., 0., 0., 0.), |
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155 0, self, self._game, damage=48, player_bullet=True)) |
196
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156 bullet_angle += self.bullet_angle |
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157 |
199
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158 for orb in self.orbs: |
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159 orb.fire(orb) |
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160 |
196
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161 |
206
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162 |
196
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163 class ReimuA(Reimu): |
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164 def __init__(self, state, game, resource_loader): |
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165 Reimu.__init__(self, state, game, resource_loader) |
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166 |
220
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167 self.bulletA_type = BulletType(self.anm_wrapper, 65, 97, 0, 0, 0, hitbox_size=4) #TODO: verify the hitbox, damage is 14. |
196
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168 self.bulletA_speed = 12. |
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169 |
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170 |
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171 def fire(self): |
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172 Reimu.fire(self) |
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173 |
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174 if self.state.power < 8: |
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175 return |
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176 |
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177 else: |
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178 pass #TODO |
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179 |
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180 |
206
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181 |
196
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182 class ReimuB(Reimu): |
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183 def __init__(self, state, game, resource_loader): |
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184 Reimu.__init__(self, state, game, resource_loader) |
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185 |
220
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186 self.bulletB_type = BulletType(self.anm_wrapper, 66, 98, 0, 0, 0, hitbox_size=4) #TODO: verify the hitbox. |
196
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187 self.bulletB_speed = 22. |
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188 |
199
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189 |
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190 def fire_spine(self, orb, offset_x): |
196
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191 bullets = self._game.players_bullets |
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192 nb_bullets_max = self._game.nb_bullets_max |
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193 |
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194 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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195 return |
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196 |
199
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197 bullets.append(Bullet((orb.x + offset_x, orb.y), self.bulletB_type, 0, |
196
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198 self.bullet_launch_angle, self.bulletB_speed, |
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199 (0, 0, 0, 0, 0., 0., 0., 0.), |
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200 0, self, self._game, damage=12, player_bullet=True)) |
196
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201 |
199
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202 def orb_fire(self, orb): |
196
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203 if self.state.power < 8: |
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204 return |
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205 |
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206 elif self.state.power < 16: |
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207 if self.fire_time % 15 == 0: |
199
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208 self.fire_spine(orb, 0) |
196
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209 |
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210 elif self.state.power < 32: |
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211 if self.fire_time % 10 == 0: |
199
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212 self.fire_spine(orb, 0) |
196
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213 |
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214 elif self.state.power < 48: |
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215 if self.fire_time % 8 == 0: |
199
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216 self.fire_spine(orb, 0) |
196
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217 |
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218 elif self.state.power < 96: |
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219 if self.fire_time % 8 == 0: |
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220 self.fire_spine(orb, -8) |
196
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221 if self.fire_time % 5 == 0: |
199
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222 self.fire_spine(orb, 8) |
196
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223 |
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224 elif self.state.power < 128: |
199
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225 if self.fire_time % 5 == 0: |
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226 self.fire_spine(orb, -12) |
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227 if self.fire_time % 10 == 0: |
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228 self.fire_spine(orb, 0) |
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229 if self.fire_time % 3 == 0: |
199
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230 self.fire_spine(orb, 12) |
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231 |
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232 else: |
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233 if self.fire_time % 3 == 0: |
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234 self.fire_spine(orb, -12) |
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235 self.fire_spine(orb, 12) |
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236 if self.fire_time % 5 == 0: |
199
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237 self.fire_spine(orb, 0) |
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238 |
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239 |
196
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240 |
206
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241 class Marisa(EoSDPlayer): |
196
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242 def __init__(self, state, game, resource_loader): |
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243 anm_wrapper = resource_loader.get_anm_wrapper(('player01.anm',)) |
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244 self.bullet_angle = pi/40 #TODO: check |
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245 |
220
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246 EoSDPlayer.__init__(self, state, game, anm_wrapper, speeds=(5., 5. * SQ2, 2.5, 2.5 * SQ2)) |
196
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247 |
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248 |
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249 def fire(self): |
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250 if self.fire_time % self.bullet_launch_interval == 0: |
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251 if self.state.power < 32: |
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252 bullets_per_shot = 1 |
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253 elif self.state.power < 96: |
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254 bullets_per_shot = 2 |
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255 elif self.state.power < 128: |
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256 bullets_per_shot = 3 |
199
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257 else: |
196
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258 bullets_per_shot = 5 |
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259 |
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260 bullets = self._game.players_bullets |
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261 nb_bullets_max = self._game.nb_bullets_max |
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262 |
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263 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. |
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264 for bullet_nb in range(bullets_per_shot): |
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265 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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266 break |
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267 |
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268 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, |
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269 bullet_angle, self.bullet_speed, |
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270 (0, 0, 0, 0, 0., 0., 0., 0.), |
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271 0, self, self._game, damage=48, player_bullet=True)) |
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272 bullet_angle += self.bullet_angle |
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273 |
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274 |
200
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275 |
196
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276 class MarisaA(Marisa): |
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277 def __init__(self, state, game, resource_loader): |
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278 Marisa.__init__(self, state, game, resource_loader) |
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279 |
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280 #TODO: verify the hitbox and damages. |
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281 self.bulletA_types = [BulletType(self.anm_wrapper, 65, 0, 0, 0, 0, hitbox_size=4), # damage is 40. |
199
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282 BulletType(self.anm_wrapper, 66, 0, 0, 0, 0, hitbox_size=4), |
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283 BulletType(self.anm_wrapper, 67, 0, 0, 0, 0, hitbox_size=4), |
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284 BulletType(self.anm_wrapper, 68, 0, 0, 0, 0, hitbox_size=4)] |
196
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285 self.bulletA_speed_interpolator = None |
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286 |
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287 |
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288 def fire(self): |
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289 Marisa.fire(self) |
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290 |
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291 if self.state.power < 8: |
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292 return |
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293 |
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294 else: |
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295 pass #TODO |
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296 |
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297 |
200
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298 |
196
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299 class MarisaB(Marisa): |
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300 def __init__(self, state, game, resource_loader): |
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301 Marisa.__init__(self, state, game, resource_loader) |
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302 |
199
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303 #TODO: power damages period |
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304 # 8 240 120 |
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305 # 16 390 170 |
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306 # 32 480 ??? |
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307 # 48 510 ??? |
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308 # 64 760 ??? |
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309 # 80 840 ??? |
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310 # 96 1150 270 |
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311 # 128 1740 330 |
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312 # The duration of the laser is period - 42. |
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313 # The damages are given for one laser shot on one enemy for its entire duration. |
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314 |
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315 |
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316 def fire(self): |
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317 Marisa.fire(self) |
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318 |
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319 if self.state.power < 8: |
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320 return |
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321 |
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322 else: |
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323 pass #TODO |
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324 |