Mercurial > touhou
annotate pytouhou/game/game.py @ 290:18e4ed141dd8
Display lasers' “launch anim”.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Wed, 15 Feb 2012 18:37:52 +0100 |
parents | 4838e9bab0f9 |
children | ab618c2bbce8 |
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 itertools import chain |
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16 |
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17 from pytouhou.utils.random import Random |
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18 |
97 | 19 from pytouhou.vm.eclrunner import ECLMainRunner |
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20 from pytouhou.vm.msgrunner import MSGRunner |
97 | 21 |
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22 from pytouhou.game.enemy import Enemy |
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23 from pytouhou.game.item import Item |
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24 from pytouhou.game.effect import Effect |
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25 from pytouhou.game.effect import Particle |
97 | 26 |
27 | |
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28 |
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29 class Game(object): |
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30 def __init__(self, resource_loader, players, stage, rank, difficulty, |
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31 bullet_types, laser_types, item_types, |
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32 nb_bullets_max=None, width=384, height=448, prng=None): |
97 | 33 self.resource_loader = resource_loader |
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34 |
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35 self.width, self.height = width, height |
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36 |
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37 self.nb_bullets_max = nb_bullets_max |
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38 self.bullet_types = bullet_types |
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39 self.laser_types = laser_types |
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40 self.item_types = item_types |
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41 |
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42 self.players = players |
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43 self.enemies = [] |
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44 self.effects = [] |
106 | 45 self.bullets = [] |
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46 self.lasers = [] |
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47 self.cancelled_bullets = [] |
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48 self.players_bullets = [] |
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49 self.items = [] |
106 | 50 |
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51 self.stage = stage |
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52 self.rank = rank |
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53 self.difficulty = difficulty |
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54 self.difficulty_counter = 0 |
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55 self.difficulty_min = 12 if rank == 0 else 10 |
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56 self.difficulty_max = 20 if rank == 0 else 32 |
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57 self.boss = None |
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58 self.spellcard = None |
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59 self.msg_runner = None |
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60 self.msg_wait = False |
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61 self.bonus_list = [0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, |
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62 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 2] |
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63 self.prng = prng or Random() |
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64 self.frame = 0 |
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65 |
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66 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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67 'stg%denm2.anm' % stage)) |
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68 self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
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69 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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70 self.ecl_runner = ECLMainRunner(ecl, self) |
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71 |
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72 self.effect_anm_wrapper = resource_loader.get_anm_wrapper(('eff0%d.anm' % stage,)) |
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73 self.effect = None |
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74 |
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75 # See 102h.exe@0x413220 if you think you're brave enough. |
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76 self.deaths_count = self.prng.rand_uint16() % 3 |
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77 self.next_bonus = self.prng.rand_uint16() % 8 |
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78 |
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79 self.last_keystate = 0 |
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80 |
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81 |
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82 def msg_sprites(self): |
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83 return [] |
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84 |
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85 |
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86 def modify_difficulty(self, diff): |
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87 self.difficulty_counter += diff |
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88 while self.difficulty_counter < 0: |
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89 self.difficulty -= 1 |
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90 self.difficulty_counter += 100 |
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91 while self.difficulty_counter >= 100: |
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92 self.difficulty += 1 |
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93 self.difficulty_counter -= 100 |
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94 if self.difficulty < self.difficulty_min: |
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95 self.difficulty = self.difficulty_min |
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96 elif self.difficulty > self.difficulty_max: |
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97 self.difficulty = self.difficulty_max |
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98 |
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99 |
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100 def enable_effect(self): |
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101 self.effect = Effect((-32., -16.), 0, self.effect_anm_wrapper) #TODO: find why this offset is necessary. |
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102 self.effect._sprite.allow_dest_offset = True #TODO: should be the role of anm’s 25th instruction. Investigate! |
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103 |
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104 |
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105 def disable_effect(self): |
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106 self.effect = None |
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107 |
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108 |
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109 def drop_bonus(self, x, y, _type, end_pos=None): |
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110 player = self.players[0] #TODO |
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111 if _type > 6: |
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112 return |
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113 item_type = self.item_types[_type] |
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114 item = Item((x, y), _type, item_type, self, end_pos=end_pos) |
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115 self.items.append(item) |
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116 |
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117 |
208
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118 def autocollect(self, player): |
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119 for item in self.items: |
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120 if not item.player: |
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121 item.autocollect(player) |
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122 |
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123 |
150
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124 def change_bullets_into_star_items(self): |
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125 player = self.players[0] #TODO |
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126 item_type = self.item_types[6] |
274
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127 self.items.extend(Item((bullet.x, bullet.y), 6, item_type, self, player=player) |
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128 for bullet in self.bullets) |
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129 for laser in self.lasers: |
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130 self.items.extend(Item(pos, 6, item_type, self, player=player) |
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131 for pos in laser.get_bullets_pos()) |
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132 laser.cancel() |
150
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133 self.bullets = [] |
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134 |
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135 |
248
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diff
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136 def new_effect(self, pos, anim, anm_wrapper=None): |
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137 self.effects.append(Effect(pos, anim, anm_wrapper or self.etama4)) |
181
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138 |
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139 |
193
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140 def new_particle(self, pos, color, size, amp): |
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141 self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, amp, self)) |
173
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142 |
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diff
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|
143 |
171
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144 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score): |
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145 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self) |
97 | 146 self.enemies.append(enemy) |
147 return enemy | |
148 | |
149 | |
286
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150 def new_msg(self, sub): |
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151 self.msg_runner = MSGRunner(self.msg, sub, self) |
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152 self.msg_runner.run_iteration() |
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153 |
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|
154 |
97 | 155 def run_iter(self, keystate): |
156 # 1. VMs. | |
157 self.ecl_runner.run_iter() | |
198
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158 if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame. |
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159 self.modify_difficulty(+100) |
97 | 160 |
161 # 2. Filter out destroyed enemies | |
123 | 162 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
290
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163 self.effects = [effect for effect in self.effects if not effect._removed] |
152
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164 self.bullets = [bullet for bullet in self.bullets if not bullet._removed] |
161
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165 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] |
152
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diff
changeset
|
166 self.items = [item for item in self.items if not item._removed] |
83
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Basic bullet handling! Clean up as soon as possible :p
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52
diff
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|
167 |
193
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168 |
97 | 169 # 3. Let's play! |
193
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170 # In the original game, updates are done in prioritized functions called "chains" |
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171 # We have to mimic this functionnality to be replay-compatible with the official game. |
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|
172 |
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|
173 # Pri 6 is background |
217
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208
diff
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|
174 self.update_effect() #TODO: Pri unknown |
286
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changeset
|
175 if self.msg_runner: |
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|
176 self.update_msg(keystate) # Pri ? |
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|
177 keystate &= ~3 # Remove the ability to attack (keystates 1 and 2). |
193
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178 self.update_players(keystate) # Pri 7 |
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192
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|
179 self.update_enemies() # Pri 9 |
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192
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|
180 self.update_effects() # Pri 10 |
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diff
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|
181 self.update_bullets() # Pri 11 |
274
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|
182 for laser in self.lasers: #TODO: what priority is it? |
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changeset
|
183 laser.update() |
193
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192
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|
184 # Pri 12 is HUD |
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185 |
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|
186 # 4. Cleaning |
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|
187 self.cleanup() |
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192
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188 |
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192
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|
189 self.frame += 1 |
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192
diff
changeset
|
190 |
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192
diff
changeset
|
191 |
217
577f45454402
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208
diff
changeset
|
192 def update_effect(self): |
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208
diff
changeset
|
193 if self.effect is not None: |
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208
diff
changeset
|
194 self.effect.update() |
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208
diff
changeset
|
195 |
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208
diff
changeset
|
196 |
193
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192
diff
changeset
|
197 def update_enemies(self): |
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192
diff
changeset
|
198 for enemy in self.enemies: |
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192
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changeset
|
199 enemy.update() |
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192
diff
changeset
|
200 |
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192
diff
changeset
|
201 |
286
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274
diff
changeset
|
202 def update_msg(self, keystate): |
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274
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changeset
|
203 if keystate & 1 and not self.last_keystate & 1: |
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changeset
|
204 self.msg_runner.skip() |
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changeset
|
205 if keystate & 256 and self.msg_runner.allow_skip: |
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changeset
|
206 self.msg_runner.skip() |
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changeset
|
207 self.last_keystate = keystate |
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|
208 self.msg_runner.run_iteration() |
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changeset
|
209 |
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diff
changeset
|
210 |
193
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Thibaut Girka <thib@sitedethib.com>
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192
diff
changeset
|
211 def update_players(self, keystate): |
130 | 212 for player in self.players: |
142
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134
diff
changeset
|
213 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 214 if player.state.x < 8.: |
215 player.state.x = 8. | |
225
2d35565b5608
Move game size in the game's definition, and don't keep changing the window's size.
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220
diff
changeset
|
216 if player.state.x > self.width - 8: |
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diff
changeset
|
217 player.state.x = self.width - 8 |
130 | 218 if player.state.y < 16.: |
219 player.state.y = 16. | |
225
2d35565b5608
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parents:
220
diff
changeset
|
220 if player.state.y > self.height - 16: |
2d35565b5608
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parents:
220
diff
changeset
|
221 player.state.y = self.height -16 |
130 | 222 |
193
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192
diff
changeset
|
223 for bullet in self.players_bullets: |
97 | 224 bullet.update() |
225 | |
193
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192
diff
changeset
|
226 |
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192
diff
changeset
|
227 def update_effects(self): |
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192
diff
changeset
|
228 for effect in self.effects: |
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192
diff
changeset
|
229 effect.update() |
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192
diff
changeset
|
230 |
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diff
changeset
|
231 |
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192
diff
changeset
|
232 def update_bullets(self): |
161
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159
diff
changeset
|
233 for bullet in self.cancelled_bullets: |
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159
diff
changeset
|
234 bullet.update() |
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159
diff
changeset
|
235 |
193
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192
diff
changeset
|
236 for bullet in self.bullets: |
164
5271789c067d
Implement player bullets rendering and updating.
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161
diff
changeset
|
237 bullet.update() |
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161
diff
changeset
|
238 |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
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150
diff
changeset
|
239 for item in self.items: |
150
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143
diff
changeset
|
240 item.update() |
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143
diff
changeset
|
241 |
142
c7f0fd9d2145
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134
diff
changeset
|
242 for player in self.players: |
172
ea2ad94c33a0
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171
diff
changeset
|
243 if not player.state.touchable: |
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parents:
171
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244 continue |
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245 |
142
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246 px, py = player.x, player.y |
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247 phalf_size = player.hitbox_half_size |
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248 px1, px2 = px - phalf_size, px + phalf_size |
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249 py1, py2 = py - phalf_size, py + phalf_size |
152
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250 |
176
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251 ghalf_size = player.graze_hitbox_half_size |
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252 gx1, gx2 = px - ghalf_size, px + ghalf_size |
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253 gy1, gy2 = py - ghalf_size, py + ghalf_size |
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254 |
151
5cf927cbd9c5
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255 for bullet in self.bullets: |
142
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256 half_size = bullet.hitbox_half_size |
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257 bx, by = bullet.x, bullet.y |
220
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258 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
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259 by1, by2 = by - half_size[1], by + half_size[1] |
142
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260 |
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261 if not (bx2 < px1 or bx1 > px2 |
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262 or by2 < py1 or by1 > py2): |
156
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263 bullet.collide() |
172
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264 if player.state.invulnerable_time == 0: |
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265 player.collide() |
152
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266 |
181
184196480f59
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267 elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2 |
176
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268 or by2 < gy1 or by1 > gy2): |
181
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269 bullet.grazed = True |
184
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270 player.state.graze += 1 |
181
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271 player.state.score += 500 # found experimentally |
198
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272 self.modify_difficulty(+6) |
193
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273 self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range. |
181
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274 #TODO: display a static particle during one frame at |
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275 # 12 pixels of the player, in the axis of the “collision”. |
176
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276 |
208
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277 #TODO: is it the right place? |
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278 if py < 128 and player.state.power >= 128: #TODO: check py. |
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279 self.autocollect(player) |
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280 |
229
5afc75f71fed
Add “SHT” support to EoSD, and do a little cleanup.
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281 half_size = player.sht.item_hitbox / 2. |
152
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282 for item in self.items: |
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283 bx, by = item.x, item.y |
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284 bx1, bx2 = bx - half_size, bx + half_size |
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285 by1, by2 = by - half_size, by + half_size |
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286 |
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287 if not (bx2 < px1 or bx1 > px2 |
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288 or by2 < py1 or by1 > py2): |
220
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289 item.on_collect(player) |
150
4f46717390aa
Introduce items, implement ECL instruction 83
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290 |
97 | 291 |
292 def cleanup(self): | |
293 # Filter out non-visible enemies | |
255
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294 for enemy in self.enemies: |
225
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295 if enemy.is_visible(self.width, self.height): |
97 | 296 enemy._was_visible = True |
297 elif enemy._was_visible: | |
298 # Filter out-of-screen enemy | |
299 enemy._removed = True | |
255
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300 |
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301 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
97 | 302 |
303 # Filter out-of-scren bullets | |
225
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304 self.bullets = [bullet for bullet in self.bullets |
255
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305 if not bullet._removed] |
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306 self.players_bullets = [bullet for bullet in self.players_bullets |
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307 if not bullet._removed] |
225
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308 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets |
259
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Minor performance improvement.
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258
diff
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|
309 if not bullet._removed] |
290
18e4ed141dd8
Display lasers' “launch anim”.
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diff
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310 self.effects = [effect for effect in self.effects if not effect._removed] |
97 | 311 |
274
f037bca24f2d
Partially implement lasers.
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312 # Filter “timed-out” lasers |
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313 self.lasers = [laser for laser in self.lasers if not laser._removed] |
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314 |
165
c8c60291c56f
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315 # Filter out-of-scren items |
198
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316 items = [] |
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317 for item in self.items: |
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318 if item.y < 448: |
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319 items.append(item) |
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|
320 else: |
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|
321 self.modify_difficulty(-3) |
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322 self.items = items |
165
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323 |
97 | 324 # Disable boss mode if it is dead/it has timeout |
286
4838e9bab0f9
Implement dialogs (MSG files).
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274
diff
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|
325 if self.boss and self.boss._enemy._removed: |
151
5cf927cbd9c5
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|
326 self.boss = None |
97 | 327 |