annotate pytouhou/game/game.py @ 198:13918723d1bc

Modify difficulty when it has to.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 30 Oct 2011 11:31:19 -0700
parents e1bc8c4cbb1a
children d348892ef012
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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.utils.random import Random
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17
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18 from pytouhou.vm.eclrunner import ECLMainRunner
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19
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20 from pytouhou.game.player import Player
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21 from pytouhou.game.enemy import Enemy
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22 from pytouhou.game.item import Item
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23 from pytouhou.game.effect import Effect
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24 from pytouhou.game.effect import Particle
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28 class Game(object):
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29 def __init__(self, resource_loader, players, stage, rank, difficulty,
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30 bullet_types, item_types, prng=None, nb_bullets_max=None):
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31 self.resource_loader = resource_loader
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32
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33 self.nb_bullets_max = nb_bullets_max
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34 self.bullet_types = bullet_types
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35 self.item_types = item_types
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36
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37 self.players = players
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38 self.enemies = []
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39 self.effects = []
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40 self.bullets = []
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41 self.cancelled_bullets = []
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42 self.players_bullets = []
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43 self.items = []
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44
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45 self.stage = stage
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46 self.rank = rank
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47 self.difficulty = difficulty
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48 self.difficulty_counter = 0
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49 self.difficulty_min = 12 if rank == 0 else 10
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50 self.difficulty_max = 20 if rank == 0 else 32
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51 self.boss = None
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52 self.spellcard = None
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53 self.bonus_list = [0,0,1,0,1,0,0,1,1,1,0,0,0,1,1,0,1,0,1,0,1,0,1,0,1,0,0,1,1,1,0,2]
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54 self.prng = prng or Random()
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55 self.frame = 0
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56
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57 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage,
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58 'stg%denm2.anm' % stage))
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59 self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',))
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60 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage)
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61 self.ecl_runner = ECLMainRunner(ecl, self)
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62
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63 # See 102h.exe@0x413220 if you think you're brave enough.
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64 self.deaths_count = self.prng.rand_uint16() % 3
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65 self.next_bonus = self.prng.rand_uint16() % 8
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67
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68 def modify_difficulty(self, diff):
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69 self.difficulty_counter += diff
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70 while self.difficulty_counter < 0:
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71 self.difficulty -= 1
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72 self.difficulty_counter += 100
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73 while self.difficulty_counter >= 100:
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74 self.difficulty += 1
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75 self.difficulty_counter -= 100
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76 if self.difficulty < self.difficulty_min:
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77 self.difficulty = self.difficulty_min
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78 elif self.difficulty > self.difficulty_max:
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79 self.difficulty = self.difficulty_max
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80
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81
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82 def drop_bonus(self, x, y, _type, end_pos=None):
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83 player = self.players[0] #TODO
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84 if _type > 6:
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85 return
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86 item_type = self.item_types[_type]
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87 item = Item((x, y), _type, item_type, self, end_pos=end_pos)
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88 self.items.append(item)
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89
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90
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91 def change_bullets_into_star_items(self):
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92 player = self.players[0] #TODO
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93 item_type = self.item_types[6]
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94 self.items.extend(Item((bullet.x, bullet.y), 6, item_type, self, player=player) for bullet in self.bullets)
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95 self.bullets = []
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98 def new_death(self, pos, index):
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99 anim = {0: 3, 1: 4, 2: 5}[index % 256] # The TB is wanted, if index isn’t in these values the original game crashs.
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100 self.effects.append(Effect(pos, anim, self.etama4))
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101
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102
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103 def new_particle(self, pos, color, size, amp):
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104 self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, amp, self))
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105
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106
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107 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score):
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108 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self)
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109 self.enemies.append(enemy)
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110 return enemy
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111
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112
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113 def run_iter(self, keystate):
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114 # 1. VMs.
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115 self.ecl_runner.run_iter()
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116 if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame.
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117 self.modify_difficulty(+100)
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118
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119 # 2. Filter out destroyed enemies
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120 self.enemies = [enemy for enemy in self.enemies if not enemy._removed]
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121 self.effects = [enemy for enemy in self.effects if not enemy._removed]
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122 self.bullets = [bullet for bullet in self.bullets if not bullet._removed]
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123 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed]
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124 self.items = [item for item in self.items if not item._removed]
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125
193
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parents: 192
diff changeset
126
97
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parents: 83
diff changeset
127 # 3. Let's play!
193
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diff changeset
128 # In the original game, updates are done in prioritized functions called "chains"
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diff changeset
129 # We have to mimic this functionnality to be replay-compatible with the official game.
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diff changeset
130
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parents: 192
diff changeset
131 # Pri 6 is background
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diff changeset
132 self.update_players(keystate) # Pri 7
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diff changeset
133 self.update_enemies() # Pri 9
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parents: 192
diff changeset
134 self.update_effects() # Pri 10
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parents: 192
diff changeset
135 self.update_bullets() # Pri 11
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parents: 192
diff changeset
136 # Pri 12 is HUD
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parents: 192
diff changeset
137
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parents: 192
diff changeset
138 # 4. Cleaning
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parents: 192
diff changeset
139 self.cleanup()
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parents: 192
diff changeset
140
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parents: 192
diff changeset
141 self.frame += 1
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parents: 192
diff changeset
142
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents: 192
diff changeset
143
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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parents: 192
diff changeset
144 def update_enemies(self):
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parents: 192
diff changeset
145 for enemy in self.enemies:
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parents: 192
diff changeset
146 enemy.update()
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parents: 192
diff changeset
147
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parents: 192
diff changeset
148 # Check for collisions
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parents: 192
diff changeset
149 for enemy in self.enemies:
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parents: 192
diff changeset
150 ex, ey = enemy.x, enemy.y
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parents: 192
diff changeset
151 ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size
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parents: 192
diff changeset
152 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x
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parents: 192
diff changeset
153 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y
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parents: 192
diff changeset
154
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parents: 192
diff changeset
155 for bullet in self.players_bullets:
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parents: 192
diff changeset
156 half_size = bullet.hitbox_half_size
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parents: 192
diff changeset
157 bx, by = bullet.x, bullet.y
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parents: 192
diff changeset
158 bx1, bx2 = bx - half_size, bx + half_size
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parents: 192
diff changeset
159 by1, by2 = by - half_size, by + half_size
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parents: 192
diff changeset
160
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parents: 192
diff changeset
161 if not (bx2 < ex1 or bx1 > ex2
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parents: 192
diff changeset
162 or by2 < ey1 or by1 > ey2):
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parents: 192
diff changeset
163 bullet.collide()
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parents: 192
diff changeset
164 enemy.on_attack(bullet)
196
1e501e3b6645 Add a subclass for each character, and implement player attacks.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 193
diff changeset
165 #TODO: place that at the right place.
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parents: 193
diff changeset
166 #player.state.score += 90 # found experimentally
193
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parents: 192
diff changeset
167
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parents: 192
diff changeset
168
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parents: 192
diff changeset
169 def update_players(self, keystate):
130
11ab06f4c4c6 Introduce characters!
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parents: 123
diff changeset
170 for player in self.players:
142
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parents: 134
diff changeset
171 player.update(keystate) #TODO: differentiate keystates (multiplayer mode)
130
11ab06f4c4c6 Introduce characters!
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parents: 123
diff changeset
172 if player.state.x < 8.:
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parents: 123
diff changeset
173 player.state.x = 8.
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parents: 123
diff changeset
174 if player.state.x > 384.-8: #TODO
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parents: 123
diff changeset
175 player.state.x = 384.-8
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parents: 123
diff changeset
176 if player.state.y < 16.:
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parents: 123
diff changeset
177 player.state.y = 16.
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parents: 123
diff changeset
178 if player.state.y > 448.-16: #TODO
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parents: 123
diff changeset
179 player.state.y = 448.-16
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diff changeset
180
193
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parents: 192
diff changeset
181 for bullet in self.players_bullets:
97
ac2e5e1c2c3c Refactor \o/
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parents: 83
diff changeset
182 bullet.update()
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diff changeset
183
193
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parents: 192
diff changeset
184 # Check for collisions
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parents: 192
diff changeset
185 for player in self.players:
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parents: 192
diff changeset
186 if not player.state.touchable:
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parents: 192
diff changeset
187 continue
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parents: 192
diff changeset
188
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parents: 192
diff changeset
189 px, py = player.x, player.y
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parents: 192
diff changeset
190 phalf_size = player.hitbox_half_size
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parents: 192
diff changeset
191 px1, px2 = px - phalf_size, px + phalf_size
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parents: 192
diff changeset
192 py1, py2 = py - phalf_size, py + phalf_size
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parents: 192
diff changeset
193
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parents: 192
diff changeset
194 ghalf_size = player.graze_hitbox_half_size
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parents: 192
diff changeset
195 gx1, gx2 = px - ghalf_size, px + ghalf_size
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parents: 192
diff changeset
196 gy1, gy2 = py - ghalf_size, py + ghalf_size
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parents: 192
diff changeset
197
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parents: 192
diff changeset
198 #TODO: Should that be done here or in update_enemies?
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parents: 192
diff changeset
199 for enemy in self.enemies:
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parents: 192
diff changeset
200 half_size_x, half_size_y = enemy.hitbox_half_size
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parents: 192
diff changeset
201 bx, by = enemy.x, enemy.y
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parents: 192
diff changeset
202 bx1, bx2 = bx - half_size_x, bx + half_size_x
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parents: 192
diff changeset
203 by1, by2 = by - half_size_y, by + half_size_y
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parents: 192
diff changeset
204
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parents: 192
diff changeset
205 #TODO: box-box or point-in-box?
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parents: 192
diff changeset
206 if enemy.touchable and not (bx2 < px1 or bx1 > px2
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parents: 192
diff changeset
207 or by2 < py1 or by1 > py2):
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parents: 192
diff changeset
208 enemy.on_collide()
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parents: 192
diff changeset
209 if player.state.invulnerable_time == 0:
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parents: 192
diff changeset
210 player.collide()
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parents: 192
diff changeset
211
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parents: 192
diff changeset
212
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parents: 192
diff changeset
213 def update_effects(self):
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parents: 192
diff changeset
214 for effect in self.effects:
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parents: 192
diff changeset
215 effect.update()
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parents: 192
diff changeset
216
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parents: 192
diff changeset
217
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parents: 192
diff changeset
218 def update_bullets(self):
161
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Thibaut Girka <thib@sitedethib.com>
parents: 159
diff changeset
219 for bullet in self.cancelled_bullets:
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parents: 159
diff changeset
220 bullet.update()
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parents: 159
diff changeset
221
193
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parents: 192
diff changeset
222 for bullet in self.bullets:
164
5271789c067d Implement player bullets rendering and updating.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 161
diff changeset
223 bullet.update()
5271789c067d Implement player bullets rendering and updating.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 161
diff changeset
224
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents: 150
diff changeset
225 for item in self.items:
150
4f46717390aa Introduce items, implement ECL instruction 83
Thibaut Girka <thib@sitedethib.com>
parents: 143
diff changeset
226 item.update()
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parents: 143
diff changeset
227
142
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parents: 134
diff changeset
228 for player in self.players:
172
ea2ad94c33a0 Implement player death.
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parents: 171
diff changeset
229 if not player.state.touchable:
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 171
diff changeset
230 continue
ea2ad94c33a0 Implement player death.
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parents: 171
diff changeset
231
142
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parents: 134
diff changeset
232 px, py = player.x, player.y
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parents: 134
diff changeset
233 phalf_size = player.hitbox_half_size
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parents: 134
diff changeset
234 px1, px2 = px - phalf_size, px + phalf_size
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parents: 134
diff changeset
235 py1, py2 = py - phalf_size, py + phalf_size
152
86807b8a63bd Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 151
diff changeset
236
176
80a4c7ed43b3 Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
237 ghalf_size = player.graze_hitbox_half_size
80a4c7ed43b3 Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
238 gx1, gx2 = px - ghalf_size, px + ghalf_size
80a4c7ed43b3 Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
239 gy1, gy2 = py - ghalf_size, py + ghalf_size
80a4c7ed43b3 Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
240
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents: 150
diff changeset
241 for bullet in self.bullets:
142
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parents: 134
diff changeset
242 half_size = bullet.hitbox_half_size
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parents: 134
diff changeset
243 bx, by = bullet.x, bullet.y
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parents: 134
diff changeset
244 bx1, bx2 = bx - half_size, bx + half_size
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parents: 134
diff changeset
245 by1, by2 = by - half_size, by + half_size
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parents: 134
diff changeset
246
c7f0fd9d2145 Simple collision detection
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247 if not (bx2 < px1 or bx1 > px2
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248 or by2 < py1 or by1 > py2):
156
ebfd328e700c Rename a few functions, move a few things around...
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diff changeset
249 bullet.collide()
172
ea2ad94c33a0 Implement player death.
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250 if player.state.invulnerable_time == 0:
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251 player.collide()
152
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252
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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253 elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2
176
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254 or by2 < gy1 or by1 > gy2):
181
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255 bullet.grazed = True
184
54eb6b254b7b When touched, drop the items at the right place, and add precisions about particles.
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256 player.state.graze += 1
181
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257 player.state.score += 500 # found experimentally
198
13918723d1bc Modify difficulty when it has to.
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258 self.modify_difficulty(+6)
193
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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parents: 192
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259 self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range.
181
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260 #TODO: display a static particle during one frame at
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diff changeset
261 # 12 pixels of the player, in the axis of the “collision”.
176
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diff changeset
262
152
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263 for item in self.items:
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264 half_size = item.hitbox_half_size
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265 bx, by = item.x, item.y
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266 bx1, bx2 = bx - half_size, bx + half_size
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diff changeset
267 by1, by2 = by - half_size, by + half_size
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diff changeset
268
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diff changeset
269 if not (bx2 < px1 or bx1 > px2
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parents: 151
diff changeset
270 or by2 < py1 or by1 > py2):
197
e1bc8c4cbb1a Do the right action when collecting an item.
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parents: 196
diff changeset
271 item.on_collect(player.state)
150
4f46717390aa Introduce items, implement ECL instruction 83
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parents: 143
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272
97
ac2e5e1c2c3c Refactor \o/
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273
ac2e5e1c2c3c Refactor \o/
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274 def cleanup(self):
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275 # Filter out non-visible enemies
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276 for enemy in tuple(self.enemies):
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277 if enemy.is_visible(384, 448): #TODO
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278 enemy._was_visible = True
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279 elif enemy._was_visible:
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280 # Filter out-of-screen enemy
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281 enemy._removed = True
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282 self.enemies.remove(enemy)
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283
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284 # Filter out-of-scren bullets
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285 # TODO: was_visible thing
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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diff changeset
286 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)]
161
7e7368356445 Add bullet cancel anim support
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parents: 159
diff changeset
287 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)]
164
5271789c067d Implement player bullets rendering and updating.
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parents: 161
diff changeset
288 self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)]
97
ac2e5e1c2c3c Refactor \o/
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parents: 83
diff changeset
289
165
c8c60291c56f Implement item dropping by enemies.
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diff changeset
290 # Filter out-of-scren items
198
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diff changeset
291 items = []
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diff changeset
292 for item in self.items:
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parents: 197
diff changeset
293 if item.y < 448:
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diff changeset
294 items.append(item)
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diff changeset
295 else:
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diff changeset
296 self.modify_difficulty(-3)
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diff changeset
297 self.items = items
165
c8c60291c56f Implement item dropping by enemies.
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parents: 164
diff changeset
298
97
ac2e5e1c2c3c Refactor \o/
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parents: 83
diff changeset
299 # Disable boss mode if it is dead/it has timeout
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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diff changeset
300 if self.boss and self.boss._removed:
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diff changeset
301 self.boss = None
97
ac2e5e1c2c3c Refactor \o/
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parents: 83
diff changeset
302