Mercurial > touhou
annotate pytouhou/game/player.py @ 329:1bb78c469f64
Fix difficulty influence on bullet launch interval, and fix instruction 77's rand usage
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 24 Jun 2012 17:00:07 +0200 |
parents | 56523a16db1d |
children | 1b4f04b08729 |
rev | line source |
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52
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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 |
130 | 16 from pytouhou.game.sprite import Sprite |
17 from pytouhou.vm.anmrunner import ANMRunner | |
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18 from pytouhou.game.bullettype import BulletType |
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19 from pytouhou.game.bullet import Bullet |
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20 from pytouhou.game.lasertype import LaserType |
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21 from pytouhou.game.laser import PlayerLaser |
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22 |
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23 from math import pi |
130 | 24 |
25 | |
26 class PlayerState(object): | |
265
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27 def __init__(self, character=0, score=0, power=0, lives=2, bombs=3): |
130 | 28 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... |
29 | |
30 self.score = score | |
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31 self.effective_score = score |
130 | 32 self.lives = lives |
33 self.bombs = bombs | |
34 self.power = power | |
35 | |
36 self.graze = 0 | |
37 self.points = 0 | |
38 | |
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39 self.x = 192.0 |
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40 self.y = 384.0 |
130 | 41 |
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42 self.invulnerable_time = 240 |
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43 self.touchable = True |
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44 self.focused = False |
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45 |
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46 self.power_bonus = 0 # Never goes over 30. |
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47 |
130 | 48 |
49 class Player(object): | |
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50 def __init__(self, state, game, anm_wrapper): |
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51 self._game = game |
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52 self.sprite = None |
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53 self.anmrunner = None |
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54 self.anm_wrapper = anm_wrapper |
130 | 55 |
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56 self.speeds = (self.sht.horizontal_vertical_speed, |
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57 self.sht.diagonal_speed, |
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58 self.sht.horizontal_vertical_focused_speed, |
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59 self.sht.diagonal_focused_speed) |
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60 |
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61 self.hitbox_half_size = self.sht.hitbox / 2. |
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62 self.graze_hitbox_half_size = self.sht.graze_hitbox / 2. |
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63 |
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64 self.fire_time = 0 |
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65 |
130 | 66 self.state = state |
67 self.direction = None | |
68 | |
69 self.set_anim(0) | |
70 | |
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71 self.death_time = 0 |
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72 |
130 | 73 |
74 @property | |
75 def x(self): | |
76 return self.state.x | |
77 | |
78 | |
79 @property | |
80 def y(self): | |
81 return self.state.y | |
82 | |
83 | |
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84 def objects(self): |
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85 return [] |
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86 |
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87 |
130 | 88 def set_anim(self, index): |
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89 self.sprite = Sprite() |
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90 self.anmrunner = ANMRunner(self.anm_wrapper, index, self.sprite) |
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91 self.anmrunner.run_frame() |
130 | 92 |
93 | |
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94 def collide(self): |
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95 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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96 self.death_time = self._game.frame |
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97 self._game.new_effect((self.state.x, self.state.y), 17) |
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98 self._game.modify_difficulty(-1600) |
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99 for i in range(16): |
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100 self._game.new_particle((self.state.x, self.state.y), 2, 4., 256) #TODO: find the real size and range. |
152
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101 |
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102 |
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103 def start_focusing(self): |
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104 self.state.focused = True |
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105 |
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106 |
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107 def stop_focusing(self): |
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108 self.state.focused = False |
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109 |
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110 |
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111 def fire(self): |
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112 sht = self.focused_sht if self.state.focused else self.sht |
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113 power = min(power for power in sht.shots if self.state.power < power) |
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114 |
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115 bullets = self._game.players_bullets |
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116 lasers = self._game.players_lasers |
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117 nb_bullets_max = self._game.nb_bullets_max |
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118 |
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119 for shot in sht.shots[power]: |
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120 origin = self.orbs[shot.orb - 1] if shot.orb else self.state |
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121 |
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122 if shot.type == 3: |
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123 if self.fire_time != 30: |
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124 continue |
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125 |
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126 number = shot.delay #TODO: number can do very surprising things, like removing any bullet creation from enemies with 3. For now, crash when not 0 or 1. |
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127 if lasers[number]: |
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128 continue |
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129 |
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130 laser_type = LaserType(self.anm_wrapper, shot.sprite % 256, 68) |
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131 lasers[number] = PlayerLaser(laser_type, 0, shot.hitbox, shot.damage, shot.angle, shot.speed, shot.interval, origin) |
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132 continue |
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133 |
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134 if (self.fire_time + shot.delay) % shot.interval != 0: |
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135 continue |
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136 |
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137 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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138 break |
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139 |
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140 x = origin.x + shot.pos[0] |
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141 y = origin.y + shot.pos[1] |
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142 |
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143 #TODO: find a better way to do that. |
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144 bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, |
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145 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
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146 0, 0, 0, 0.) |
294
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147 #TODO: Type 1 (homing bullets) |
235
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148 if shot.type == 2: |
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149 #TODO: triple-check acceleration! |
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150 bullets.append(Bullet((x, y), bullet_type, 0, |
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151 shot.angle, shot.speed, |
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152 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), |
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153 16, self, self._game, player_bullet=True, |
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154 damage=shot.damage, hitbox=shot.hitbox)) |
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155 else: |
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156 bullets.append(Bullet((x, y), bullet_type, 0, |
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157 shot.angle, shot.speed, |
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158 (0, 0, 0, 0, 0., 0., 0., 0.), |
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159 0, self, self._game, player_bullet=True, |
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160 damage=shot.damage, hitbox=shot.hitbox)) |
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161 |
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162 |
130 | 163 def update(self, keystate): |
172
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164 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
220
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165 speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] |
172
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166 try: |
220
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167 dx, dy = {16: (0.0, -speed), 32: (0.0, speed), 64: (-speed, 0.0), 128: (speed, 0.0), |
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168 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), |
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169 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] |
172
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170 except KeyError: |
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171 dx, dy = 0.0, 0.0 |
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172 |
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173 if dx < 0 and self.direction != -1: |
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174 self.set_anim(1) |
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175 self.direction = -1 |
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176 elif dx > 0 and self.direction != +1: |
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177 self.set_anim(3) |
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178 self.direction = +1 |
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179 elif dx == 0 and self.direction is not None: |
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180 self.set_anim({-1: 2, +1: 4}[self.direction]) |
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181 self.direction = None |
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182 |
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183 self.state.x += dx |
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184 self.state.y += dy |
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185 |
199
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186 if not self.state.focused and keystate & 4: |
206
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187 self.start_focusing() |
199
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188 elif self.state.focused and not keystate & 4: |
206
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189 self.stop_focusing() |
199
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190 |
172
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191 if self.state.invulnerable_time > 0: |
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192 self.state.invulnerable_time -= 1 |
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193 |
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194 m = self.state.invulnerable_time % 8 |
328
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195 if m == 7 or self.state.invulnerable_time == 0: |
304
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196 self.sprite.color = (255, 255, 255) |
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197 self.sprite.changed = True |
328
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198 elif m == 1: |
304
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199 self.sprite.color = (64, 64, 64) |
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200 self.sprite.changed = True |
130 | 201 |
196
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202 if keystate & 1 and self.fire_time == 0: |
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203 self.fire_time = 30 |
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204 if self.fire_time > 0: |
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205 self.fire() |
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206 self.fire_time -= 1 |
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207 |
172
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208 if self.death_time: |
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changeset
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209 time = self._game.frame - self.death_time |
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210 if time == 6: # too late, you are dead :( |
175
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Don’t collect the items you drop while dying…
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173
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211 self.state.touchable = False |
184
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212 self.state.lives -= 1 |
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181
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213 if self.state.power > 16: |
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214 self.state.power -= 16 |
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215 else: |
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216 self.state.power = 0 |
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217 |
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218 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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181
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219 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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181
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changeset
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220 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
172
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221 for i in range(5): |
184
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changeset
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222 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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223 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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224 self._game.prng.rand_double() * 192 - 64)) |
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225 |
172
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226 elif time == 7: |
304
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227 self.sprite.mirrored = False |
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228 self.sprite.blendfunc = 0 |
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229 self.sprite.rescale = 0.75, 1.5 |
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230 self.sprite.fade(26, 96, lambda x: x) |
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231 self.sprite.scale_in(26, 0.00, 2.5, lambda x: x) |
172
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232 |
211
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206
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changeset
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233 elif time == 32: |
225
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220
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234 self.state.x = float(self._game.width) / 2. #TODO |
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235 self.state.y = float(self._game.width) #TODO |
172
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236 self.direction = None |
130 | 237 |
304
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238 self.sprite = Sprite() |
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239 self.anmrunner = ANMRunner(self.anm_wrapper, 0, self.sprite) |
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240 self.sprite.alpha = 128 |
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241 self.sprite.rescale = 0.0, 2.5 |
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242 self.sprite.fade(30, 255, lambda x: x) |
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243 self.sprite.blendfunc = 1 |
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244 self.sprite.scale_in(30, 1., 1., lambda x: x) |
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245 self.anmrunner.run_frame() |
172
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246 |
211
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206
diff
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|
247 elif time == 61: # respawned |
172
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248 self.state.touchable = True |
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249 self.state.invulnerable_time = 240 |
304
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250 self.sprite.blendfunc = 0 |
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251 self.sprite.changed = True |
172
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252 |
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changeset
|
253 if time > 30: |
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254 for bullet in self._game.bullets: |
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255 bullet.cancel() |
274
f037bca24f2d
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265
diff
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|
256 for laser in self._game.lasers: |
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|
257 laser.cancel() |
172
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|
258 |
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259 if time > 90: # start the bullet hell again |
ea2ad94c33a0
Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
158
diff
changeset
|
260 self.death_time = 0 |
ea2ad94c33a0
Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
158
diff
changeset
|
261 |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
262 self.anmrunner.run_frame() |
130 | 263 |