annotate pytouhou/game/player.py @ 181:184196480f59

Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 23 Oct 2011 14:50:44 -0700
parents 80a4c7ed43b3
children 54eb6b254b7b
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15
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16 from pytouhou.game.sprite import Sprite
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17 from pytouhou.vm.anmrunner import ANMRunner
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18
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19
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20 SQ2 = 2. ** 0.5 / 2.
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21
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22
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23 class PlayerState(object):
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24 def __init__(self, character=0, score=0, power=0, lives=0, bombs=0):
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25 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/...
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26
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27 self.score = score
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28 self.lives = lives
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29 self.bombs = bombs
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30 self.power = power
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31
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32 self.graze = 0
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33 self.points = 0
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34
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35 self.x = 192.0
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36 self.y = 384.0
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37
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38 self.invulnerable_time = 60
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39 self.touchable = True
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40
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41
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42 class Player(object):
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43 def __init__(self, state, character, game):
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44 self._sprite = None
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45 self._anmrunner = None
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46 self._game = game
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47
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48 self.hitbox_half_size = character.hitbox_size / 2.
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49 self.graze_hitbox_half_size = character.graze_hitbox_size / 2.
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51 self.state = state
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52 self.character = character
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53 self.anm_wrapper = character.anm_wrapper
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54 self.direction = None
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55
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56 self.set_anim(0)
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57
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58 self.death_time = 0
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59
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60
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61 @property
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62 def x(self):
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63 return self.state.x
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64
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65
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66 @property
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67 def y(self):
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68 return self.state.y
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69
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70
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71 def set_anim(self, index):
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72 self._sprite = Sprite()
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73 self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite)
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74 self._anmrunner.run_frame()
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75
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76
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77 def collide(self):
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78 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death
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79 self.death_time = self._game.frame
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80 self._game.new_death((self.state.x, self.state.y), 2)
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81
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82
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83 def collect(self, item):
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84 #TODO
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85 self.state.score += item._item_type.score
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86 item._removed = True
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87
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88
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89 def update(self, keystate):
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90 if self.death_time == 0 or self._game.frame - self.death_time > 60:
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91 try:
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92 dx, dy = {16: (0.0, -1.0), 32: (0.0, 1.0), 64: (-1.0, 0.0), 128: (1.0, 0.0),
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93 16|64: (-SQ2, -SQ2), 16|128: (SQ2, -SQ2),
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94 32|64: (-SQ2, SQ2), 32|128: (SQ2, SQ2)}[keystate & (16|32|64|128)]
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95 except KeyError:
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96 speed = 0.0
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97 dx, dy = 0.0, 0.0
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98 else:
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99 speed = self.character.focused_speed if keystate & 4 else self.character.speed
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100 dx, dy = dx * speed, dy * speed
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101
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102 if dx < 0 and self.direction != -1:
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103 self.set_anim(1)
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104 self.direction = -1
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105 elif dx > 0 and self.direction != +1:
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106 self.set_anim(3)
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107 self.direction = +1
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108 elif dx == 0 and self.direction is not None:
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109 self.set_anim({-1: 2, +1: 4}[self.direction])
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110 self.direction = None
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111
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112 self.state.x += dx
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113 self.state.y += dy
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114
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115 if self.state.invulnerable_time > 0:
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116 self.state.invulnerable_time -= 1
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117
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118 m = self.state.invulnerable_time % 8
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119 if m == 0:
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120 self._sprite.color = (255, 255, 255)
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121 self._sprite._changed = True
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122 elif m == 2:
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123 self._sprite.color = (64, 64, 64)
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124 self._sprite._changed = True
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125
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126 if self.death_time:
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127 time = self._game.frame - self.death_time
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128 if time == 6: # too late, you are dead :(
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129 self.state.touchable = False
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130 self._game.drop_bonus(self.state.x, self.state.y, 2, end_pos=None) #TODO: find the formula
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131 for i in range(5):
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132 self._game.drop_bonus(self.state.x, self.state.y, 0, end_pos=None) #TODO: find the formula
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133 self.state.lives -= 1
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134 for i in range(16):
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135 self._game.new_particle((self.state.x, self.state.y), 0, 4., 256)
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136
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137 elif time == 7:
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138 self._sprite.mirrored = False
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139 self._sprite.fade(24, 128, lambda x: x)
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140 self._sprite.blendfunc = 1
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141 self._sprite.scale_in(24, 0., 2., lambda x: x)
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142
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143 elif time == 31:
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144 self.state.x = 192.0
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145 self.state.y = 384.0
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146 self.direction = None
130
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147
172
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148 self._sprite = Sprite()
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149 self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite)
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150 self._sprite.alpha = 128
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151 self._sprite.rescale = 0., 2.
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152 self._sprite.fade(30, 255, lambda x: x)
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153 self._sprite.blendfunc = 1
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154 self._sprite.scale_in(30, 1., 1., lambda x: x)
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155 self._anmrunner.run_frame()
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156
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157 elif time == 60: # respawned
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158 self.state.touchable = True
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159 self.state.invulnerable_time = 240
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160 self._sprite.blendfunc = 0
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161
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162 if time > 30:
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163 for bullet in self._game.bullets:
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164 bullet.cancel()
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165
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166 if time > 90: # start the bullet hell again
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167 self.death_time = 0
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168
130
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169
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170 self._anmrunner.run_frame()
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171