annotate pytouhou/game/player.py @ 219:091301805cce

Move “eclviewer.py” to “eosd” and get rid of run-time depency on Cython.
author Thibaut Girka <thib@sitedethib.com>
date Thu, 15 Dec 2011 19:24:11 +0100
parents a765ef90c2b0
children 0595315d3880
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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.game.sprite import Sprite
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17 from pytouhou.vm.anmrunner import ANMRunner
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18 from pytouhou.game.bullettype import BulletType
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19
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20 from math import pi
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22
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23 SQ2 = 2. ** 0.5 / 2.
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24
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25
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26 class PlayerState(object):
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27 def __init__(self, character=0, score=0, power=0, lives=0, bombs=0):
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28 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/...
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29
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30 self.score = score
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31 self.lives = lives
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32 self.bombs = bombs
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33 self.power = power
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34
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35 self.graze = 0
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36 self.points = 0
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37
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38 self.x = 192.0
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39 self.y = 384.0
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40
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41 self.invulnerable_time = 240
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42 self.touchable = True
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43 self.focused = False
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44
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45 self.power_bonus = 0 # Never goes over 30.
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47
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48 class Player(object):
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49 def __init__(self, state, game, anm_wrapper, speed=4., hitbox_size=2.5, graze_hitbox_size=42.):
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50 self._sprite = None
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51 self._anmrunner = None
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52 self._game = game
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53 self.anm_wrapper = anm_wrapper
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54
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55 self.speed = speed
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56 self.focused_speed = speed/2.
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57
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58 self.hitbox_size = hitbox_size
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59 self.hitbox_half_size = self.hitbox_size / 2.
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60 self.graze_hitbox_size = graze_hitbox_size
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61 self.graze_hitbox_half_size = self.graze_hitbox_size / 2.
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62
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63 self.bullet_type = BulletType(anm_wrapper, 64, 96, 0, 0, 0, hitbox_size=4, damage=48)
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64 self.bullet_launch_interval = 5
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65 self.bullet_speed = 12.
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66 self.bullet_launch_angle = -pi/2
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67 self.fire_time = 0
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68
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69 self.state = state
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70 self.direction = None
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71
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72 self.set_anim(0)
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73
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74 self.death_time = 0
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75
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76
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77 @property
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78 def x(self):
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79 return self.state.x
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80
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81
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82 @property
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83 def y(self):
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84 return self.state.y
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85
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86
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87 def objects(self):
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88 return []
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91 def set_anim(self, index):
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92 self._sprite = Sprite()
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93 self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite)
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94 self._anmrunner.run_frame()
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95
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96
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97 def collide(self):
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98 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death
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99 self.death_time = self._game.frame
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100 self._game.new_death((self.state.x, self.state.y), 2)
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101 self._game.modify_difficulty(-1600)
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102 for i in range(16):
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103 self._game.new_particle((self.state.x, self.state.y), 2, 4., 256) #TODO: find the real size and range.
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104
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105
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106 def start_focusing(self):
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107 self.state.focused = True
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108
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109
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110 def stop_focusing(self):
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111 self.state.focused = False
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112
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113
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114 def update(self, keystate):
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115 if self.death_time == 0 or self._game.frame - self.death_time > 60:
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116 try:
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117 dx, dy = {16: (0.0, -1.0), 32: (0.0, 1.0), 64: (-1.0, 0.0), 128: (1.0, 0.0),
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118 16|64: (-SQ2, -SQ2), 16|128: (SQ2, -SQ2),
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119 32|64: (-SQ2, SQ2), 32|128: (SQ2, SQ2)}[keystate & (16|32|64|128)]
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120 except KeyError:
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121 speed = 0.0
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122 dx, dy = 0.0, 0.0
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123 else:
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124 speed = self.focused_speed if keystate & 4 else self.speed
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125 dx, dy = dx * speed, dy * speed
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126
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127 if dx < 0 and self.direction != -1:
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128 self.set_anim(1)
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129 self.direction = -1
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130 elif dx > 0 and self.direction != +1:
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131 self.set_anim(3)
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132 self.direction = +1
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133 elif dx == 0 and self.direction is not None:
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134 self.set_anim({-1: 2, +1: 4}[self.direction])
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135 self.direction = None
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136
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137 self.state.x += dx
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138 self.state.y += dy
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139
199
8ec34c56fed0 Implement orbs.
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parents: 198
diff changeset
140 if not self.state.focused and keystate & 4:
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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parents: 199
diff changeset
141 self.start_focusing()
199
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parents: 198
diff changeset
142 elif self.state.focused and not keystate & 4:
206
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parents: 199
diff changeset
143 self.stop_focusing()
199
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parents: 198
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144
172
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145 if self.state.invulnerable_time > 0:
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parents: 158
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146 self.state.invulnerable_time -= 1
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147
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148 m = self.state.invulnerable_time % 8
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149 if m == 0:
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parents: 158
diff changeset
150 self._sprite.color = (255, 255, 255)
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diff changeset
151 self._sprite._changed = True
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parents: 158
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152 elif m == 2:
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parents: 158
diff changeset
153 self._sprite.color = (64, 64, 64)
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parents: 158
diff changeset
154 self._sprite._changed = True
130
11ab06f4c4c6 Introduce characters!
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parents: 57
diff changeset
155
196
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents: 193
diff changeset
156 if keystate & 1 and self.fire_time == 0:
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parents: 193
diff changeset
157 self.fire_time = 30
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parents: 193
diff changeset
158 if self.fire_time > 0:
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parents: 193
diff changeset
159 self.fire()
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parents: 193
diff changeset
160 self.fire_time -= 1
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parents: 193
diff changeset
161
172
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parents: 158
diff changeset
162 if self.death_time:
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parents: 158
diff changeset
163 time = self._game.frame - self.death_time
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parents: 158
diff changeset
164 if time == 6: # too late, you are dead :(
175
5dc243bcf312 Don’t collect the items you drop while dying…
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
165 self.state.touchable = False
184
54eb6b254b7b When touched, drop the items at the right place, and add precisions about particles.
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parents: 181
diff changeset
166 self.state.lives -= 1
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parents: 181
diff changeset
167 if self.state.power > 16:
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parents: 181
diff changeset
168 self.state.power -= 16
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parents: 181
diff changeset
169 else:
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parents: 181
diff changeset
170 self.state.power = 0
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parents: 181
diff changeset
171
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parents: 181
diff changeset
172 self._game.drop_bonus(self.state.x, self.state.y, 2,
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parents: 181
diff changeset
173 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc
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parents: 181
diff changeset
174 self._game.prng.rand_double() * 192 - 64)) # @0x41f3
172
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parents: 158
diff changeset
175 for i in range(5):
184
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parents: 181
diff changeset
176 self._game.drop_bonus(self.state.x, self.state.y, 0,
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parents: 181
diff changeset
177 end_pos=(self._game.prng.rand_double() * 288 + 48,
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parents: 181
diff changeset
178 self._game.prng.rand_double() * 192 - 64))
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parents: 181
diff changeset
179
172
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parents: 158
diff changeset
180 elif time == 7:
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parents: 158
diff changeset
181 self._sprite.mirrored = False
211
a765ef90c2b0 Make death animation closer to the original
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parents: 206
diff changeset
182 self._sprite.blendfunc = 0
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parents: 206
diff changeset
183 self._sprite.rescale = 0.75, 1.5
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parents: 206
diff changeset
184 self._sprite.fade(26, 96, lambda x: x)
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parents: 206
diff changeset
185 self._sprite.scale_in(26, 0.00, 2.5, lambda x: x)
172
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parents: 158
diff changeset
186
211
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parents: 206
diff changeset
187 elif time == 32:
172
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parents: 158
diff changeset
188 self.state.x = 192.0
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parents: 158
diff changeset
189 self.state.y = 384.0
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parents: 158
diff changeset
190 self.direction = None
130
11ab06f4c4c6 Introduce characters!
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parents: 57
diff changeset
191
172
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parents: 158
diff changeset
192 self._sprite = Sprite()
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parents: 158
diff changeset
193 self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite)
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parents: 158
diff changeset
194 self._sprite.alpha = 128
211
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parents: 206
diff changeset
195 self._sprite.rescale = 0.0, 2.5
172
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parents: 158
diff changeset
196 self._sprite.fade(30, 255, lambda x: x)
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parents: 158
diff changeset
197 self._sprite.blendfunc = 1
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parents: 158
diff changeset
198 self._sprite.scale_in(30, 1., 1., lambda x: x)
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parents: 158
diff changeset
199 self._anmrunner.run_frame()
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parents: 158
diff changeset
200
211
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parents: 206
diff changeset
201 elif time == 61: # respawned
172
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parents: 158
diff changeset
202 self.state.touchable = True
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parents: 158
diff changeset
203 self.state.invulnerable_time = 240
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parents: 158
diff changeset
204 self._sprite.blendfunc = 0
211
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Thibaut Girka <thib@sitedethib.com>
parents: 206
diff changeset
205 self._sprite._changed = True
172
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 158
diff changeset
206
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 158
diff changeset
207 if time > 30:
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 158
diff changeset
208 for bullet in self._game.bullets:
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parents: 158
diff changeset
209 bullet.cancel()
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parents: 158
diff changeset
210
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parents: 158
diff changeset
211 if time > 90: # start the bullet hell again
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 158
diff changeset
212 self.death_time = 0
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 158
diff changeset
213
130
11ab06f4c4c6 Introduce characters!
Thibaut Girka <thib@sitedethib.com>
parents: 57
diff changeset
214 self._anmrunner.run_frame()
11ab06f4c4c6 Introduce characters!
Thibaut Girka <thib@sitedethib.com>
parents: 57
diff changeset
215