Mercurial > touhou
annotate pytouhou/game/enemy.pyx @ 551:0d7a16e0f834
Don’t display spellcard backgrounds either with the SDL backend.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 27 May 2014 17:41:52 +0200 |
parents | e35bef07290d |
children | a0fa01cd9f70 |
rev | line source |
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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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16 |
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17 from pytouhou.vm import ANMRunner |
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18 from pytouhou.game.sprite import Sprite |
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19 from pytouhou.game.bullet cimport Bullet, LAUNCHED |
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20 from pytouhou.game.laser cimport Laser, PlayerLaser |
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21 from pytouhou.game.effect cimport Effect |
18
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22 |
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23 |
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24 cdef class Callback: |
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25 def __init__(self, function=None, args=()): |
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26 self.function = function |
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27 self.args = args |
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28 |
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29 def __nonzero__(self): |
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30 return self.function is not None |
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31 |
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32 cpdef enable(self, function, tuple args): |
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33 self.function = function |
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34 self.args = args |
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35 |
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36 cpdef disable(self): |
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37 self.function = None |
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38 |
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39 cpdef fire(self): |
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40 if self.function is not None: |
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41 self.function(*self.args) |
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42 self.function = None |
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43 |
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44 |
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45 cdef class Enemy(Element): |
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46 def __init__(self, pos, long life, long _type, long bonus_dropped, long die_score, anms, Game game): |
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47 Element.__init__(self) |
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48 |
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49 self._game = game |
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50 self._anms = anms |
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51 self._type = _type |
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52 |
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53 self.process = None |
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54 self.visible = True |
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55 self.was_visible = False |
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56 self.bonus_dropped = bonus_dropped |
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57 self.die_score = die_score |
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58 |
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59 self.frame = 0 |
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60 |
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61 self.x, self.y, self.z = pos |
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62 self.life = 1 if life < 0 else life |
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63 self.touchable = True |
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64 self.collidable = True |
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65 self.damageable = True |
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66 self.death_flags = 0 |
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67 self.boss = False |
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68 self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) |
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69 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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70 self.current_laser_id = 0 |
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71 self.laser_by_id = {} |
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72 self.bullet_attributes = None |
36 | 73 self.bullet_launch_offset = (0, 0) |
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74 self.low_life_trigger = -1 |
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75 self.timeout = -1 |
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76 self.remaining_lives = 0 |
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77 |
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78 self.death_callback = Callback() |
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79 self.boss_callback = Callback() |
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80 self.low_life_callback = Callback() |
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81 self.timeout_callback = Callback() |
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82 |
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83 self.automatic_orientation = False |
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84 |
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85 self.bullet_launch_interval = 0 |
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86 self.bullet_launch_timer = 0 |
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87 self.delay_attack = False |
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88 |
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89 self.death_anim = 0 |
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90 self.movement_dependant_sprites = None |
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91 self.direction = 0 |
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92 self.interpolator = None #TODO |
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93 self.speed_interpolator = None |
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94 self.update_mode = 0 |
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95 self.angle = 0. |
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96 self.speed = 0. |
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97 self.rotation_speed = 0. |
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98 self.acceleration = 0. |
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99 |
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100 self.hitbox_half_size[:] = [0, 0] |
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101 self.screen_box = None |
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102 |
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103 self.aux_anm = 8 * [None] |
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104 |
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105 |
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106 property objects: |
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107 def __get__(self): |
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108 return [self] + [anm for anm in self.aux_anm if anm is not None] |
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109 |
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110 |
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111 cpdef play_sound(self, index): |
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112 name = { |
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113 5: 'power0', |
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114 6: 'power1', |
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115 7: 'tan00', |
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116 8: 'tan01', |
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117 9: 'tan02', |
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118 14: 'cat00', |
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119 16: 'lazer00', |
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120 17: 'lazer01', |
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121 18: 'enep01', |
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122 22: 'tan00', #XXX |
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123 24: 'tan02', #XXX |
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124 25: 'kira00', |
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125 26: 'kira01', |
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126 27: 'kira02' |
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127 }[index] |
379
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128 self._game.sfx_player.play('%s.wav' % name) |
343
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129 |
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130 |
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131 cpdef set_hitbox(self, double width, double height): |
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132 self.hitbox_half_size[:] = [width / 2, height / 2] |
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133 |
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134 |
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135 cpdef set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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136 unsigned long bullets_per_shot, |
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137 unsigned long number_of_shots, double speed, |
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138 double speed2, launch_angle, angle, flags): |
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139 cdef double speed_a, speed_b |
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140 cdef long nb_a, nb_b, shots_a, shots_b |
182
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141 |
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142 # Apply difficulty-specific modifiers |
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143 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs |
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144 diff_coeff = self._game.difficulty / 32. |
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145 |
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146 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff |
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147 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. |
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148 bullets_per_shot += <long>(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) |
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149 number_of_shots += <long>(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) |
182
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150 |
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151 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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152 number_of_shots, speed, speed2, launch_angle, |
48
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153 angle, flags) |
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154 if not self.delay_attack: |
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155 self.fire() |
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156 |
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157 |
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158 cpdef set_bullet_launch_interval(self, long value, unsigned long start=0): |
182
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159 # Apply difficulty-specific modifiers: |
329
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160 #TODO: check every value possible! Look around 102h.exe@0x408720 |
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161 value -= value * (self._game.difficulty - 16) // 80 |
182
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162 |
329
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163 self.bullet_launch_interval = value |
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164 self.bullet_launch_timer = start % value if value > 0 else 0 |
182
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165 |
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166 |
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167 cpdef fire(self, offset=None, bullet_attributes=None, tuple launch_pos=None): |
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168 cdef unsigned long type_, bullets_per_shot, number_of_shots |
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169 cdef double speed, speed2, launch_angle, angle |
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170 |
123 | 171 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
207 | 172 speed, speed2, launch_angle, angle, flags) = bullet_attributes or self.bullet_attributes |
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173 |
151
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174 bullet_type = self._game.bullet_types[type_idx] |
123 | 175 |
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176 if launch_pos is None: |
207 | 177 ox, oy = offset or self.bullet_launch_offset |
178 launch_pos = self.x + ox, self.y + oy | |
109
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179 |
270
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180 if speed < 0.3 and speed != 0.0: |
253
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181 speed = 0.3 |
104
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182 if speed2 < 0.3: |
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183 speed2 = 0.3 |
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184 |
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185 self.bullet_launch_timer = 0 |
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186 |
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187 player = self.select_player() |
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188 |
79
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189 if type_ in (67, 69, 71): |
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190 launch_angle += self.get_player_angle(launch_pos, player) |
247
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191 if type_ == 71 and bullets_per_shot % 2 or type_ in (69, 70) and not bullets_per_shot % 2: |
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192 launch_angle += pi / bullets_per_shot |
104
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193 if type_ != 75: |
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194 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
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195 |
151
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196 bullets = self._game.bullets |
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197 nb_bullets_max = self._game.nb_bullets_max |
106 | 198 |
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199 for shot_nb in xrange(number_of_shots): |
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200 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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201 bullet_angle = launch_angle |
311
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202 if type_ in (69, 70, 71, 74): |
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203 launch_angle += angle |
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204 for bullet_nb in xrange(bullets_per_shot): |
143 | 205 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
206 break | |
207 | |
135
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208 if type_ == 75: # 102h.exe@0x4138cf |
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209 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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210 if type_ in (74, 75): # 102h.exe@0x4138cf |
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211 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 212 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 213 bullet_angle, shot_speed, |
214 self.extended_bullet_attributes, | |
151
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215 flags, player, self._game)) |
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216 |
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217 if type_ in (69, 70, 71, 74): |
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218 bullet_angle += 2. * pi / bullets_per_shot |
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219 else: |
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220 bullet_angle += angle |
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221 |
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222 |
509
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223 cpdef new_laser(self, unsigned long variant, laser_type, sprite_idx_offset, |
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224 double angle, speed, start_offset, end_offset, max_length, |
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225 width, start_duration, duration, end_duration, |
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226 grazing_delay, grazing_extra_duration, unknown, |
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227 tuple offset=None): |
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228 cdef double ox, oy |
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229 |
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230 if offset is None: |
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231 offset = self.bullet_launch_offset |
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232 ox, oy = offset |
277
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diff
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233 launch_pos = self.x + ox, self.y + oy |
274
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234 if variant == 86: |
468
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|
235 angle += self.get_player_angle(launch_pos) |
274
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|
236 laser = Laser(launch_pos, self._game.laser_types[laser_type], |
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|
237 sprite_idx_offset, angle, speed, |
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diff
changeset
|
238 start_offset, end_offset, max_length, width, |
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changeset
|
239 start_duration, duration, end_duration, grazing_delay, |
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diff
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|
240 grazing_extra_duration, self._game) |
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changeset
|
241 self._game.lasers.append(laser) |
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changeset
|
242 self.laser_by_id[self.current_laser_id] = laser |
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diff
changeset
|
243 |
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|
244 |
468
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|
245 cpdef Player select_player(self, list players=None): |
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changeset
|
246 if players is None: |
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|
247 players = self._game.players |
486 | 248 return min(players, key=self.select_player_key) |
50
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249 |
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diff
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|
250 |
468
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251 cpdef double get_player_angle(self, tuple pos=None, Player player=None): |
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252 cdef double x, y |
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|
253 if player is None: |
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|
254 player = self.select_player() |
132
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|
255 x, y = pos or (self.x, self.y) |
494
6be9c99a3a24
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|
256 return atan2(player.y - y, player.x - x) |
50
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257 |
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258 |
441
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259 cpdef set_anim(self, index): |
430
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260 entry = 0 if index in self._anms[0].scripts else 1 |
304
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|
261 self.sprite = Sprite() |
430
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262 self.anmrunner = ANMRunner(self._anms[entry], index, self.sprite) |
23
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263 |
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264 |
441
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265 cdef void die_anim(self): |
248
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diff
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266 anim = {0: 3, 1: 4, 2: 5}[self.death_anim % 256] # The TB is wanted, if index isn’t in these values the original game crashs. |
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diff
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|
267 self._game.new_effect((self.x, self.y), anim) |
379
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diff
changeset
|
268 self._game.sfx_player.play('enep00.wav') |
190
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|
269 |
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|
270 |
441
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|
271 cdef void drop_particles(self, long number, long color): |
190
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diff
changeset
|
272 if color == 0: |
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diff
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273 if self._game.stage in [1, 2, 7]: |
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diff
changeset
|
274 color = 3 |
388
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diff
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|
275 color += 9 |
441
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|
276 for i in xrange(number): |
388
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diff
changeset
|
277 self._game.new_particle((self.x, self.y), color, 256) #TODO: find the real size. |
154
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diff
changeset
|
278 |
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diff
changeset
|
279 |
441
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|
280 cpdef set_aux_anm(self, long number, long index): |
430
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changeset
|
281 entry = 0 if index in self._anms[0].scripts else 1 |
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changeset
|
282 self.aux_anm[number] = Effect((self.x, self.y), index, self._anms[entry]) |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
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diff
changeset
|
283 |
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diff
changeset
|
284 |
509
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diff
changeset
|
285 cpdef set_pos(self, double x, double y, double z): |
23
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changeset
|
286 self.x, self.y = x, y |
251
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diff
changeset
|
287 self.update_mode = 1 |
437
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diff
changeset
|
288 self.interpolator = Interpolator((x, y), self._game.frame) |
23
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|
289 |
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changeset
|
290 |
509
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diff
changeset
|
291 cpdef move_to(self, unsigned long duration, double x, double y, double z, |
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507
diff
changeset
|
292 formula): |
251
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diff
changeset
|
293 frame = self._game.frame |
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|
294 self.speed_interpolator = None |
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diff
changeset
|
295 self.update_mode = 1 |
437
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diff
changeset
|
296 self.interpolator = Interpolator((self.x, self.y), frame, |
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diff
changeset
|
297 (x, y), frame + duration - 1, |
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diff
changeset
|
298 formula) |
23
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changeset
|
299 |
251
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diff
changeset
|
300 self.angle = atan2(y - self.y, x - self.x) |
23
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changeset
|
301 |
75
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diff
changeset
|
302 |
509
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507
diff
changeset
|
303 cpdef stop_in(self, unsigned long duration, formula): |
251
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diff
changeset
|
304 frame = self._game.frame |
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diff
changeset
|
305 self.interpolator = None |
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diff
changeset
|
306 self.update_mode = 1 |
437
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diff
changeset
|
307 self.speed_interpolator = Interpolator((self.speed,), frame, |
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diff
changeset
|
308 (0.,), frame + duration - 1, |
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Make Interpolator an extension type.
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433
diff
changeset
|
309 formula) |
75
b3bd421bb895
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73
diff
changeset
|
310 |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
311 |
545
bcff39c920ab
Set boss mode directly from the enemy.
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diff
changeset
|
312 cpdef set_boss(self, bint enable): |
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diff
changeset
|
313 if enable: |
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diff
changeset
|
314 self.boss = True |
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diff
changeset
|
315 self._game.boss = self |
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diff
changeset
|
316 self._game.interface.set_boss_life() |
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diff
changeset
|
317 else: |
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diff
changeset
|
318 self.boss = False |
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diff
changeset
|
319 self._game.boss = None |
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diff
changeset
|
320 |
bcff39c920ab
Set boss mode directly from the enemy.
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diff
changeset
|
321 |
447
78e1c3864e73
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parents:
443
diff
changeset
|
322 cdef bint is_visible(self, long screen_width, long screen_height): |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
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diff
changeset
|
323 if self.sprite is not None: |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
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300
diff
changeset
|
324 if self.sprite.corner_relative_placement: |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
325 raise Exception #TODO |
527
db28538cd399
Use Sprite C arrays instead of their tuple representation where it makes sense.
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parents:
509
diff
changeset
|
326 tw, th = self.sprite._texcoords[2], self.sprite._texcoords[3] |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
327 else: |
527
db28538cd399
Use Sprite C arrays instead of their tuple representation where it makes sense.
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parents:
509
diff
changeset
|
328 tw, th = 0., 0. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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parents:
23
diff
changeset
|
329 |
123 | 330 x, y = self.x, self.y |
441
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diff
changeset
|
331 max_x = tw / 2 |
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diff
changeset
|
332 max_y = th / 2 |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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23
diff
changeset
|
333 |
123 | 334 if (max_x < x - screen_width |
335 or max_x < -x | |
336 or max_y < y - screen_height | |
337 or max_y < -y): | |
23
444ac7bca7bc
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diff
changeset
|
338 return False |
444ac7bca7bc
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22
diff
changeset
|
339 return True |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
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22
diff
changeset
|
340 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
341 |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
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parents:
440
diff
changeset
|
342 cdef void check_collisions(self): |
468
feecdb4a8928
Add “except *” to cdef void functions, and type some more.
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parents:
448
diff
changeset
|
343 cdef Bullet bullet |
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448
diff
changeset
|
344 cdef Player player |
471
06f0eeb519bb
Make Laser and Orb extension types, and use that where possible.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
468
diff
changeset
|
345 cdef PlayerLaser laser |
441
e8dc95a2a287
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440
diff
changeset
|
346 cdef long damages |
540
53fa73932e9a
Fix warnings introduced in Cython 0.20, when more than one pointer is defined on the same line.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
527
diff
changeset
|
347 cdef double half_size[2] |
53fa73932e9a
Fix warnings introduced in Cython 0.20, when more than one pointer is defined on the same line.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
527
diff
changeset
|
348 cdef double phalf_size |
441
e8dc95a2a287
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diff
changeset
|
349 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
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197
diff
changeset
|
350 # Check for collisions |
d348892ef012
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diff
changeset
|
351 ex, ey = self.x, self.y |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
352 ehalf_size_x = self.hitbox_half_size[0] |
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
353 ehalf_size_y = self.hitbox_half_size[1] |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
354 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
355 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
356 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
357 damages = 0 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
358 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
359 # Check for enemy-bullet collisions |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
360 for bullet in self._game.players_bullets: |
335
2350147cf043
Fix bullet cancellation and removal
Thibaut Girka <thib@sitedethib.com>
parents:
329
diff
changeset
|
361 if bullet.state != LAUNCHED: |
2350147cf043
Fix bullet cancellation and removal
Thibaut Girka <thib@sitedethib.com>
parents:
329
diff
changeset
|
362 continue |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
363 half_size[0] = bullet.hitbox[0] |
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
364 half_size[1] = bullet.hitbox[1] |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
365 bx, by = bullet.x, bullet.y |
220
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
212
diff
changeset
|
366 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
212
diff
changeset
|
367 by1, by2 = by - half_size[1], by + half_size[1] |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
368 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
369 if not (bx2 < ex1 or bx1 > ex2 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
370 or by2 < ey1 or by1 > ey2): |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
371 bullet.collide() |
408
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
372 damages += bullet.damage |
379
e0e284fcb288
Make a sound when an enemy is hit.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
366
diff
changeset
|
373 self._game.sfx_player.play('damage00.wav') |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
374 |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
375 # Check for enemy-laser collisions |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
376 for laser in self._game.players_lasers: |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
377 if not laser: |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
378 continue |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
379 |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
380 half_size[0] = laser.hitbox[0] |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
381 lx, ly = laser.x, laser.y * 2. |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
382 lx1, lx2 = lx - half_size[0], lx + half_size[0] |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
383 |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
384 if not (lx2 < ex1 or lx1 > ex2 |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
385 or ly < ey1): |
408
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
386 damages += laser.damage |
379
e0e284fcb288
Make a sound when an enemy is hit.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
366
diff
changeset
|
387 self._game.sfx_player.play('damage00.wav') |
328
56523a16db1d
Fix some replay synchronization issues and update the TODO.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
320
diff
changeset
|
388 self.drop_particles(1, 1) #TODO: don’t call each frame. |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
389 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
390 # Check for enemy-player collisions |
212
78e9957ad344
Hopefully fix enemy-player collision
Thibaut Girka <thib@sitedethib.com>
parents:
210
diff
changeset
|
391 ex1, ex2 = ex - ehalf_size_x * 2. / 3., ex + ehalf_size_x * 2. / 3. |
78e9957ad344
Hopefully fix enemy-player collision
Thibaut Girka <thib@sitedethib.com>
parents:
210
diff
changeset
|
392 ey1, ey2 = ey - ehalf_size_y * 2. / 3., ey + ehalf_size_y * 2. / 3. |
210
f5be441d2c42
Implement collidable boolean of enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
209
diff
changeset
|
393 if self.collidable: |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
394 for player in self._game.players: |
494
6be9c99a3a24
Merge PlayerState into Player, fix player respawn position.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
492
diff
changeset
|
395 px, py = player.x, player.y |
390
b11953cf1d3b
Use only half-size hitboxes for player.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
388
diff
changeset
|
396 phalf_size = player.sht.hitbox |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
397 px1, px2 = px - phalf_size, px + phalf_size |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
398 py1, py2 = py - phalf_size, py + phalf_size |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
399 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
400 #TODO: box-box or point-in-box? |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
401 if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2): |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
402 if not self.boss: |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
403 damages += 10 |
212
78e9957ad344
Hopefully fix enemy-player collision
Thibaut Girka <thib@sitedethib.com>
parents:
210
diff
changeset
|
404 player.collide() |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
405 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
406 # Adjust damages |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
407 damages = min(70, damages) |
300
da53bc29b94a
Add the game interface.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
294
diff
changeset
|
408 score = (damages // 5) * 10 |
494
6be9c99a3a24
Merge PlayerState into Player, fix player respawn position.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
492
diff
changeset
|
409 self._game.players[0].score += score #TODO: better distribution amongst the players. |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
410 |
408
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
411 if self.damageable: |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
412 if self._game.spellcard is not None: |
408
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
413 #TODO: there is a division by 3, somewhere... where is it? |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
414 if damages <= 7: |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
415 damages = 1 if damages else 0 |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
416 else: |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
417 damages //= 7 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
418 |
507
507d446dc6cf
Divide the damages inflicted by the number of players.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
497
diff
changeset
|
419 nb_players = len(self._game.players) |
507d446dc6cf
Divide the damages inflicted by the number of players.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
497
diff
changeset
|
420 if nb_players > 1: |
507d446dc6cf
Divide the damages inflicted by the number of players.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
497
diff
changeset
|
421 if damages <= nb_players: |
507d446dc6cf
Divide the damages inflicted by the number of players.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
497
diff
changeset
|
422 damages = 1 if damages else 0 |
507d446dc6cf
Divide the damages inflicted by the number of players.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
497
diff
changeset
|
423 else: |
507d446dc6cf
Divide the damages inflicted by the number of players.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
497
diff
changeset
|
424 damages //= nb_players |
507d446dc6cf
Divide the damages inflicted by the number of players.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
497
diff
changeset
|
425 |
408
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
426 # Apply damages |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
427 self.life -= damages |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
428 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
429 |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
430 cdef void handle_callbacks(self): |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
431 #TODO: implement missing callbacks and clean up! |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
432 if self.life <= 0 and self.touchable: |
354 | 433 self.timeout = -1 #TODO: not really true, the timeout is frozen |
497
3da7395f39e3
Make enemy callbacks programmables.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
494
diff
changeset
|
434 self.timeout_callback.disable() |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
435 death_flags = self.death_flags & 7 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
436 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
437 self.die_anim() |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
438 |
319
9a4119e2cc74
Use Enemy.die_score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
318
diff
changeset
|
439 #TODO: verify if the score is added with all the different flags. |
494
6be9c99a3a24
Merge PlayerState into Player, fix player respawn position.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
492
diff
changeset
|
440 self._game.players[0].score += self.die_score #TODO: better distribution amongst the players. |
319
9a4119e2cc74
Use Enemy.die_score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
318
diff
changeset
|
441 |
320
1a4ffdda8735
Cancel the bullets when a boss is killed and transfer them to the score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
319
diff
changeset
|
442 #TODO: verify if that should really be there. |
1a4ffdda8735
Cancel the bullets when a boss is killed and transfer them to the score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
319
diff
changeset
|
443 if self.boss: |
1a4ffdda8735
Cancel the bullets when a boss is killed and transfer them to the score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
319
diff
changeset
|
444 self._game.change_bullets_into_bonus() |
1a4ffdda8735
Cancel the bullets when a boss is killed and transfer them to the score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
319
diff
changeset
|
445 |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
446 if death_flags < 4: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
447 if self.bonus_dropped > -1: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
448 self.drop_particles(7, 0) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
449 self._game.drop_bonus(self.x, self.y, self.bonus_dropped) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
450 elif self.bonus_dropped == -1: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
451 if self._game.deaths_count % 3 == 0: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
452 self.drop_particles(10, 0) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
453 self._game.drop_bonus(self.x, self.y, self._game.bonus_list[self._game.next_bonus]) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
454 self._game.next_bonus = (self._game.next_bonus + 1) % 32 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
455 else: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
456 self.drop_particles(4, 0) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
457 self._game.deaths_count += 1 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
458 else: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
459 self.drop_particles(4, 0) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
460 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
461 if death_flags == 0: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
462 self.removed = True |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
463 return |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
464 |
1366cefd0334
Move callbacks handling inside Enemy.
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diff
changeset
|
465 if death_flags == 1: |
357 | 466 if self.boss: |
467 self.boss = False #TODO: really? | |
468 self._game.boss = None | |
318
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Move callbacks handling inside Enemy.
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diff
changeset
|
469 self.touchable = False |
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diff
changeset
|
470 elif death_flags == 2: |
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Move callbacks handling inside Enemy.
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diff
changeset
|
471 pass # Just that? |
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changeset
|
472 elif death_flags == 3: |
357 | 473 if self.boss: |
474 self.boss = False #TODO: really? | |
475 self._game.boss = None | |
318
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diff
changeset
|
476 self.damageable = False |
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diff
changeset
|
477 self.life = 1 |
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changeset
|
478 self.death_flags = 0 |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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diff
changeset
|
479 |
497
3da7395f39e3
Make enemy callbacks programmables.
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diff
changeset
|
480 if death_flags != 0: |
3da7395f39e3
Make enemy callbacks programmables.
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diff
changeset
|
481 self.death_callback.fire() |
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Make enemy callbacks programmables.
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diff
changeset
|
482 elif self.life <= self.low_life_trigger and self.low_life_callback: |
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Make enemy callbacks programmables.
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diff
changeset
|
483 self.low_life_callback.fire() |
354 | 484 self.low_life_trigger = -1 |
497
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Make enemy callbacks programmables.
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diff
changeset
|
485 self.timeout_callback.disable() |
318
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|
486 elif self.timeout != -1 and self.frame == self.timeout: |
366 | 487 self.frame = 0 |
354 | 488 self.timeout = -1 |
358
488c094ed51d
Make bosses clean their mess when timeouting
Thibaut Girka <thib@sitedethib.com>
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diff
changeset
|
489 self._game.kill_enemies() |
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Make bosses clean their mess when timeouting
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diff
changeset
|
490 self._game.cancel_bullets() |
354 | 491 |
492 if self.low_life_trigger > 0: | |
493 self.life = self.low_life_trigger | |
494 self.low_life_trigger = -1 | |
495 | |
497
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diff
changeset
|
496 if self.timeout_callback: |
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|
497 self.timeout_callback.fire() |
354 | 498 #TODO: this is only done under certain (unknown) conditions! |
499 # but it shouldn't hurt anyway, as the only option left is to crash! | |
497
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diff
changeset
|
500 elif self.death_callback: |
366 | 501 self.life = 0 #TODO: do this next frame? Bypass self.touchable? |
318
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|
502 else: |
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changeset
|
503 raise Exception('What the hell, man!') |
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changeset
|
504 |
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diff
changeset
|
505 |
468
feecdb4a8928
Add “except *” to cdef void functions, and type some more.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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diff
changeset
|
506 cdef void update(self): |
441
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diff
changeset
|
507 cdef double x, y, speed |
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changeset
|
508 |
468
feecdb4a8928
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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diff
changeset
|
509 if self.process is not None: |
316
f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
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diff
changeset
|
510 self.process.run_iteration() |
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Fix a bug with ECL instruction 96, and fix overall ECL handling.
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diff
changeset
|
511 |
21
bf225780973f
Small refactoring, and Rumia \o/
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diff
changeset
|
512 x, y = self.x, self.y |
18
ca26a84916cb
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changeset
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513 |
251
4b549894ef6b
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diff
changeset
|
514 if self.update_mode == 1: |
441
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changeset
|
515 speed = 0. |
251
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changeset
|
516 if self.interpolator: |
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|
517 self.interpolator.update(self._game.frame) |
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518 x, y = self.interpolator.values |
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diff
changeset
|
519 if self.speed_interpolator: |
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520 self.speed_interpolator.update(self._game.frame) |
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changeset
|
521 speed, = self.speed_interpolator.values |
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diff
changeset
|
522 else: |
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diff
changeset
|
523 speed = self.speed |
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changeset
|
524 self.speed += self.acceleration |
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diff
changeset
|
525 self.angle += self.rotation_speed |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
526 |
251
4b549894ef6b
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parents:
248
diff
changeset
|
527 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
Thibaut Girka <thib@sitedethib.com>
parents:
48
diff
changeset
|
528 if self._type & 2: |
21
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
529 x -= dx |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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diff
changeset
|
530 else: |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
531 x += dx |
bf225780973f
Small refactoring, and Rumia \o/
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parents:
20
diff
changeset
|
532 y += dy |
bf225780973f
Small refactoring, and Rumia \o/
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parents:
20
diff
changeset
|
533 |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
534 if self.movement_dependant_sprites is not None: |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
535 #TODO: is that really how it works? Almost. |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
536 # Sprite determination is done only once per changement, and is |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
537 # superseeded by ins_97. |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
538 end_left, end_right, left, right = self.movement_dependant_sprites |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
539 if x < self.x and self.direction != -1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
540 self.set_anim(left) |
22 | 541 self.direction = -1 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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parents:
57
diff
changeset
|
542 elif x > self.x and self.direction != +1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
543 self.set_anim(right) |
22 | 544 self.direction = +1 |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
545 elif x == self.x and self.direction != 0: |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
546 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
547 self.direction = 0 |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
548 |
50
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
49
diff
changeset
|
549 |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
550 if self.screen_box is not None: |
50
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
49
diff
changeset
|
551 xmin, ymin, xmax, ymax = self.screen_box |
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
49
diff
changeset
|
552 x = max(xmin, min(x, xmax)) |
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
49
diff
changeset
|
553 y = max(ymin, min(y, ymax)) |
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
49
diff
changeset
|
554 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
49
diff
changeset
|
555 |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
556 self.x, self.y = x, y |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
changeset
|
557 |
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
changeset
|
558 #TODO |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
559 if self.anmrunner is not None and not self.anmrunner.run_frame(): |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
560 self.anmrunner = None |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
changeset
|
561 |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
562 if self.sprite is not None and self.visible: |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
563 if self.sprite.removed: |
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
564 self.sprite = None |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
changeset
|
565 else: |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
566 self.sprite.update_orientation(self.angle, |
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
567 self.automatic_orientation) |
36 | 568 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
|
569 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
|
570 if self.bullet_launch_interval != 0: |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
|
571 self.bullet_launch_timer += 1 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
|
572 if self.bullet_launch_timer == self.bullet_launch_interval: |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
|
573 self.fire() |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
|
574 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
575 # Check collisions |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
576 if self.touchable: |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
577 self.check_collisions() |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
578 |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
|
579 for anm in self.aux_anm: |
441
e8dc95a2a287
Make pytouhou.game.enemy an extension type.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
440
diff
changeset
|
580 if anm is not None: |
282
dbb1a86c0235
Rename Animations to ANM0 and prepare AnmWrapper for dialogs and interface.
Thibaut Girka <thib@sitedethib.com>
parents:
277
diff
changeset
|
581 anm.x, anm.y = self.x, self.y |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
|
582 anm.update() |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
|
583 |
328
56523a16db1d
Fix some replay synchronization issues and update the TODO.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
320
diff
changeset
|
584 self.handle_callbacks() |
56523a16db1d
Fix some replay synchronization issues and update the TODO.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
320
diff
changeset
|
585 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
586 self.frame += 1 |
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
587 |
486 | 588 |
494
6be9c99a3a24
Merge PlayerState into Player, fix player respawn position.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
492
diff
changeset
|
589 def select_player_key(self, player): |
6be9c99a3a24
Merge PlayerState into Player, fix player respawn position.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
492
diff
changeset
|
590 return ((player.x - self.x) ** 2 + (player.y - self.y) ** 2, player.character) |