annotate pytouhou/games/eosd.py @ 233:067f6d9c562b

Fix replay handling a bit
author Thibaut Girka <thib@sitedethib.com>
date Sat, 31 Dec 2011 02:50:04 +0100
parents 8843e26f80c3
children e59bd7979ddc
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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
206
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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
199
8ec34c56fed0 Implement orbs.
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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
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27 SQ2 = 2. ** 0.5 / 2.
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28
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29
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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 characters = resource_loader.get_eosd_characters('102h.exe')
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54
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55 players = []
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56 for player in player_states:
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57 players.append(EoSDPlayer(player, self, resource_loader, sht=characters[player.character]))
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58
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59 Game.__init__(self, resource_loader, players, stage, rank, difficulty,
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60 bullet_types, item_types, nb_bullets_max=640, **kwargs)
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61
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62
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63
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64 class EoSDPlayer(Player):
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65 def __init__(self, state, game, resource_loader, speeds=None, hitbox_size=2.5, graze_hitbox_size=42., sht=None):
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66 self.sht = sht
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67 anm_wrapper = resource_loader.get_anm_wrapper(('player0%d.anm' % (state.character // 2),))
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68 self.anm_wrapper = anm_wrapper
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69
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70 Player.__init__(self, state, game, anm_wrapper,
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71 speeds=(self.sht.horizontal_vertical_speed,
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72 self.sht.diagonal_speed,
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73 self.sht.horizontal_vertical_focused_speed,
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74 self.sht.diagonal_focused_speed))
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75
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76 self.orbs = [Orb(self.anm_wrapper, 128, self.state, None),
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77 Orb(self.anm_wrapper, 129, self.state, None)]
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78
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79 self.orbs[0].offset_x = -24
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80 self.orbs[1].offset_x = 24
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81
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82 self.orb_dx_interpolator = None
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83 self.orb_dy_interpolator = None
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84
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85
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86 def start_focusing(self):
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87 self.orb_dx_interpolator = Interpolator((24,), self._game.frame,
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88 (8,), self._game.frame + 8,
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89 lambda x: x ** 2)
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90 self.orb_dy_interpolator = Interpolator((0,), self._game.frame,
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91 (-32,), self._game.frame + 8)
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92 self.state.focused = True
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93
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94
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95 def stop_focusing(self):
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96 self.orb_dx_interpolator = Interpolator((8,), self._game.frame,
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97 (24,), self._game.frame + 8,
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98 lambda x: x ** 2)
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99 self.orb_dy_interpolator = Interpolator((-32,), self._game.frame,
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100 (0,), self._game.frame + 8)
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101 self.state.focused = False
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102
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103
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104 def objects(self):
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105 return self.orbs if self.state.power >= 8 else []
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106
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107
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108 def update(self, keystate):
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109 Player.update(self, keystate)
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110
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111 if self.death_time == 0 or self._game.frame - self.death_time > 60:
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112 if self.orb_dx_interpolator:
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113 self.orb_dx_interpolator.update(self._game.frame)
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114 dx, = self.orb_dx_interpolator.values
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115 self.orbs[0].offset_x = -dx
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116 self.orbs[1].offset_x = dx
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117 if self.orb_dy_interpolator:
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118 self.orb_dy_interpolator.update(self._game.frame)
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119 dy, = self.orb_dy_interpolator.values
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120 self.orbs[0].offset_y = dy
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121 self.orbs[1].offset_y = dy
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122
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123 for orb in self.orbs:
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124 orb.update()
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126
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127 def fire(self):
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128 sht = self.sht
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129 power = min(power for power in sht.shots if self.state.power < power)
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130
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131 bullets = self._game.players_bullets
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132 nb_bullets_max = self._game.nb_bullets_max
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133
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134 for shot in sht.shots[power]:
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135 if shot.type == 3: # TODO: Lasers aren't implemented yet
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136 continue
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137
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138 if self.fire_time % shot.interval != shot.delay:
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139 continue
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140
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141 if nb_bullets_max is not None and len(bullets) == nb_bullets_max:
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142 break
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143
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144 origin = self.orbs[shot.orb - 1] if shot.orb else self
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145 x = origin.x + shot.pos[0]
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146 y = origin.y + shot.pos[1]
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147
232
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148 #TODO: find a better way to do that.
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149 bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256,
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150 shot.sprite % 256 + 32, #TODO: find the real cancel anim
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151 0, 0, 0, 0.)
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152 if shot.type == 2:
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153 #TODO: triple-check acceleration!
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154 bullets.append(Bullet((x, y), bullet_type, 0,
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155 shot.angle, shot.speed,
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156 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.),
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157 16, self, self._game, player_bullet=True,
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158 damage=shot.damage, hitbox=shot.hitbox))
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159 #TODO: types 1 and 4
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160 else:
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161 bullets.append(Bullet((x, y), bullet_type, 0,
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162 shot.angle, shot.speed,
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163 (0, 0, 0, 0, 0., 0., 0., 0.),
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164 0, self, self._game, player_bullet=True,
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165 damage=shot.damage, hitbox=shot.hitbox))
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166