Mercurial > touhou
annotate pytouhou/game/enemy.py @ 230:1c24a6d93c1b
Improve find_character_defs, clean up a bit, and disable attack types 2 and 3 for now
author | Thibaut Girka <thib@sitedethib.com> |
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date | Fri, 30 Dec 2011 19:10:49 +0100 |
parents | 0595315d3880 |
children | 3cbfa2c11dec 1de67f332f00 |
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 |
20
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16 from pytouhou.utils.interpolator import Interpolator |
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17 from pytouhou.vm.anmrunner import ANMRunner |
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18 from pytouhou.game.sprite import Sprite |
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19 from pytouhou.game.bullet import Bullet |
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20 from math import cos, sin, atan2, pi |
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21 |
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22 |
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23 class Enemy(object): |
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24 def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game): |
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25 self._game = game |
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26 self._anm_wrapper = anm_wrapper |
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27 self._sprite = None |
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28 self._anmrunner = None |
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29 self._removed = False |
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30 self._visible = True |
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31 self._type = _type |
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32 self._bonus_dropped = bonus_dropped |
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33 self._die_score = die_score #TODO: use it |
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34 self._was_visible = False |
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35 |
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36 self.frame = 0 |
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37 |
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38 self.x, self.y = pos |
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39 self.life = 1 if life < 0 else life |
36 | 40 self.max_life = life |
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41 self.touchable = True |
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42 self.collidable = True |
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43 self.damageable = True |
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44 self.death_flags = 0 |
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45 self.boss = False |
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46 self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) |
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47 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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48 self.bullet_attributes = None |
36 | 49 self.bullet_launch_offset = (0, 0) |
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50 self.death_callback = None |
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51 self.boss_callback = None |
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52 self.low_life_callback = None |
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53 self.low_life_trigger = None |
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54 self.timeout = None |
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55 self.timeout_callback = None |
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56 self.remaining_lives = -1 |
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57 |
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58 self.automatic_orientation = False |
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59 |
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60 self.bullet_launch_interval = 0 |
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61 self.bullet_launch_timer = 0 |
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62 self.delay_attack = False |
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63 |
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64 self.death_anim = 0 |
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65 self.movement_dependant_sprites = None |
22 | 66 self.direction = None |
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67 self.interpolator = None #TODO |
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68 self.speed_interpolator = None |
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69 self.angle = 0. |
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70 self.speed = 0. |
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71 self.rotation_speed = 0. |
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72 self.acceleration = 0. |
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73 |
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74 self.hitbox = (0, 0) |
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75 self.hitbox_half_size = (0, 0) |
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76 self.screen_box = None |
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77 |
48
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78 |
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79 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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80 bullets_per_shot, number_of_shots, speed, speed2, |
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81 launch_angle, angle, flags): |
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82 |
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83 # Apply difficulty-specific modifiers |
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84 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs |
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85 diff_coeff = self._game.difficulty / 32. |
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86 |
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87 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff |
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88 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. |
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89 bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) |
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90 number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) |
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91 |
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92 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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93 number_of_shots, speed, speed2, launch_angle, |
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94 angle, flags) |
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95 if not self.delay_attack: |
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96 self.fire() |
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97 |
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98 |
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99 def set_bullet_launch_interval(self, value, start=0.): |
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100 # Apply difficulty-specific modifiers: |
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101 value *= 1. - .4 * (self._game.difficulty - 16.) / 32. |
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102 |
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103 self.bullet_launch_interval = int(value) |
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104 self.bullet_launch_timer = int(value * start) |
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105 |
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106 |
207 | 107 def fire(self, offset=None, bullet_attributes=None, launch_pos=None): |
123 | 108 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
207 | 109 speed, speed2, launch_angle, angle, flags) = bullet_attributes or self.bullet_attributes |
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110 |
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111 bullet_type = self._game.bullet_types[type_idx] |
123 | 112 |
207 | 113 if not launch_pos: |
114 ox, oy = offset or self.bullet_launch_offset | |
115 launch_pos = self.x + ox, self.y + oy | |
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116 |
104
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117 if speed2 < 0.3: |
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118 speed2 = 0.3 |
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diff
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119 |
83
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120 self.bullet_launch_timer = 0 |
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Basic bullet handling! Clean up as soon as possible :p
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121 |
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122 player = self.select_player() |
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123 |
79
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124 if type_ in (67, 69, 71): |
132
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|
125 launch_angle += self.get_player_angle(player, launch_pos) |
135
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126 if type_ in (69, 70, 71, 74): |
79
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127 angle = 2. * pi / bullets_per_shot |
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128 if type_ == 71: |
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|
129 launch_angle += pi / bullets_per_shot |
104
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130 if type_ != 75: |
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131 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
83
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132 |
151
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|
133 bullets = self._game.bullets |
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134 nb_bullets_max = self._game.nb_bullets_max |
106 | 135 |
83
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|
136 for shot_nb in range(number_of_shots): |
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137 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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138 bullet_angle = launch_angle |
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139 for bullet_nb in range(bullets_per_shot): |
143 | 140 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
141 break | |
142 | |
135
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143 if type_ == 75: # 102h.exe@0x4138cf |
151
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144 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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145 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
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146 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 147 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 148 bullet_angle, shot_speed, |
149 self.extended_bullet_attributes, | |
151
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150 flags, player, self._game)) |
83
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151 bullet_angle += angle |
48
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152 |
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153 |
79
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154 def select_player(self, players=None): |
151
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155 return (players or self._game.players)[0] #TODO |
50
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156 |
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157 |
132
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158 def get_player_angle(self, player=None, pos=None): |
79
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159 player = player or self.select_player() |
132
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160 x, y = pos or (self.x, self.y) |
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161 return atan2(player.y - y, player.x - x) |
50
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162 |
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163 |
49
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Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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164 def set_anim(self, index): |
69
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Refactor. Move VMs to pytouhou.vm.
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165 self._sprite = Sprite() |
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166 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) |
105
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167 self._anmrunner.run_frame() |
23
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168 |
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169 |
166
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
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159
diff
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170 def die_anim(self): |
181
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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171 self._game.new_death((self.x, self.y), self.death_anim) |
190
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diff
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172 |
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diff
changeset
|
173 |
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diff
changeset
|
174 def drop_particles(self, number, color): |
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184
diff
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|
175 #TODO: white particles are only used in stage 3 to 6, |
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diff
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|
176 # in other stages they are blue. |
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diff
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|
177 if color == 0: |
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184
diff
changeset
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178 if self._game.stage in [1, 2, 7]: |
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184
diff
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|
179 color = 3 |
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184
diff
changeset
|
180 for i in range(number): |
193
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190
diff
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|
181 self._game.new_particle((self.x, self.y), color, 4., 256) #TODO: find the real size. |
154
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diff
changeset
|
182 |
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diff
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|
183 |
23
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184 def set_pos(self, x, y, z): |
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185 self.x, self.y = x, y |
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changeset
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186 self.interpolator = Interpolator((x, y)) |
151
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143
diff
changeset
|
187 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
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188 |
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diff
changeset
|
189 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
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57
diff
changeset
|
190 def move_to(self, duration, x, y, z, formula): |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
changeset
|
191 if not self.interpolator: |
151
5cf927cbd9c5
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143
diff
changeset
|
192 frame = self._game.frame |
62
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diff
changeset
|
193 self.interpolator = Interpolator((self.x, self.y), formula) |
100
5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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98
diff
changeset
|
194 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
5c40cc1b8019
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diff
changeset
|
195 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
444ac7bca7bc
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diff
changeset
|
196 |
75
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diff
changeset
|
197 self.speed = 0. |
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198 self.angle = atan2(y - self.y, x - self.x) |
23
444ac7bca7bc
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199 |
75
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73
diff
changeset
|
200 |
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diff
changeset
|
201 def stop_in(self, duration, formula): |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
changeset
|
202 if not self.speed_interpolator: |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
143
diff
changeset
|
203 frame = self._game.frame |
75
b3bd421bb895
Handle a few more ECL instructions
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73
diff
changeset
|
204 self.speed_interpolator = Interpolator((self.speed,), formula) |
100
5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
Thibaut Girka <thib@sitedethib.com>
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98
diff
changeset
|
205 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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98
diff
changeset
|
206 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
changeset
|
207 |
75
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diff
changeset
|
208 self.speed = 0. |
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diff
changeset
|
209 |
57
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Fix move_to interpolation, add support for a few ANM and ECL instructions
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diff
changeset
|
210 |
23
444ac7bca7bc
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22
diff
changeset
|
211 def is_visible(self, screen_width, screen_height): |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
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|
212 if self._sprite: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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72
diff
changeset
|
213 tx, ty, tw, th = self._sprite.texcoords |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
changeset
|
214 if self._sprite.corner_relative_placement: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
changeset
|
215 raise Exception #TODO |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
changeset
|
216 else: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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72
diff
changeset
|
217 tx, ty, tw, th = 0., 0., 0., 0. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
Thibaut Girka <thib@sitedethib.com>
parents:
23
diff
changeset
|
218 |
123 | 219 x, y = self.x, self.y |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
changeset
|
220 max_x = tw / 2. |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
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72
diff
changeset
|
221 max_y = th / 2. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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23
diff
changeset
|
222 |
123 | 223 if (max_x < x - screen_width |
224 or max_x < -x | |
225 or max_y < y - screen_height | |
226 or max_y < -y): | |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
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22
diff
changeset
|
227 return False |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
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22
diff
changeset
|
228 return True |
444ac7bca7bc
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diff
changeset
|
229 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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diff
changeset
|
230 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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197
diff
changeset
|
231 def check_collisions(self): |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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197
diff
changeset
|
232 # Check for collisions |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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197
diff
changeset
|
233 ex, ey = self.x, self.y |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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parents:
197
diff
changeset
|
234 ehalf_size_x, ehalf_size_y = self.hitbox_half_size |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
235 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
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236 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
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237 |
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238 damages = 0 |
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239 |
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240 # Check for enemy-bullet collisions |
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241 for bullet in self._game.players_bullets: |
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242 half_size = bullet.hitbox_half_size |
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243 bx, by = bullet.x, bullet.y |
220
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244 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
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245 by1, by2 = by - half_size[1], by + half_size[1] |
202
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246 |
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247 if not (bx2 < ex1 or bx1 > ex2 |
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248 or by2 < ey1 or by1 > ey2): |
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249 bullet.collide() |
220
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250 damages += bullet.damage |
202
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251 self.drop_particles(1, 1) |
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252 |
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253 # Check for enemy-player collisions |
212
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254 ex1, ex2 = ex - ehalf_size_x * 2. / 3., ex + ehalf_size_x * 2. / 3. |
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255 ey1, ey2 = ey - ehalf_size_y * 2. / 3., ey + ehalf_size_y * 2. / 3. |
210
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256 if self.collidable: |
202
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257 for player in self._game.players: |
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258 px, py = player.x, player.y |
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259 phalf_size = player.hitbox_half_size |
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260 px1, px2 = px - phalf_size, px + phalf_size |
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261 py1, py2 = py - phalf_size, py + phalf_size |
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262 |
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263 #TODO: box-box or point-in-box? |
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264 if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2): |
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265 if not self.boss: |
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266 damages += 10 |
212
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267 player.collide() |
202
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268 |
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269 # Adjust damages |
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270 damages = min(70, damages) |
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271 score = (damages // 5) * 10 #TODO: give to which player? |
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272 |
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273 if self._game.spellcard: |
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274 #TODO: there is a division by 3, somewhere... where is it? |
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275 if damages <= 7: |
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276 damages = 1 if damages else 0 |
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277 else: |
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278 damages //= 7 |
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279 |
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280 # Apply damages |
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281 if self.damageable: |
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282 self.life -= damages |
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283 |
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284 |
69
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285 def update(self): |
21
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286 x, y = self.x, self.y |
57
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287 if self.interpolator: |
151
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288 self.interpolator.update(self._game.frame) |
20
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289 x, y = self.interpolator.values |
21
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290 |
18
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291 self.speed += self.acceleration #TODO: units? Execution order? |
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292 self.angle += self.rotation_speed #TODO: units? Execution order? |
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293 |
57
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294 |
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295 if self.speed_interpolator: |
151
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296 self.speed_interpolator.update(self._game.frame) |
57
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297 self.speed, = self.speed_interpolator.values |
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298 |
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299 |
18
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300 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
49
cbe1cb50f2fd
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301 if self._type & 2: |
21
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302 x -= dx |
18
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303 else: |
21
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|
304 x += dx |
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|
305 y += dy |
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|
306 |
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|
307 if self.movement_dependant_sprites: |
57
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308 #TODO: is that really how it works? Almost. |
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309 # Sprite determination is done only once per changement, and is |
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310 # superseeded by ins_97. |
62
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311 end_left, end_right, left, right = self.movement_dependant_sprites |
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312 if x < self.x and self.direction != -1: |
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|
313 self.set_anim(left) |
22 | 314 self.direction = -1 |
62
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315 elif x > self.x and self.direction != +1: |
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|
316 self.set_anim(right) |
22 | 317 self.direction = +1 |
62
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318 elif x == self.x and self.direction is not None: |
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|
319 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 320 self.direction = None |
21
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321 |
50
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322 |
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|
323 if self.screen_box: |
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|
324 xmin, ymin, xmax, ymax = self.screen_box |
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325 x = max(xmin, min(x, xmax)) |
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|
326 y = max(ymin, min(y, ymax)) |
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327 |
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|
328 |
21
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|
329 self.x, self.y = x, y |
69
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330 |
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|
331 #TODO |
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332 if self._anmrunner and not self._anmrunner.run_frame(): |
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333 self._anmrunner = None |
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|
334 |
183
b6d7ce644f34
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182
diff
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|
335 if self._sprite and self._visible: |
69
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|
336 if self._sprite._removed: |
49
cbe1cb50f2fd
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diff
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|
337 self._sprite = None |
69
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|
338 else: |
120
4300a832f033
Small refactoring and massive performance improvement
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109
diff
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|
339 self._sprite.update_orientation(self.angle, |
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diff
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340 self.automatic_orientation) |
36 | 341 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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|
342 |
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Basic bullet handling! Clean up as soon as possible :p
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diff
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|
343 if self.bullet_launch_interval != 0: |
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|
344 self.bullet_launch_timer += 1 |
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345 if self.bullet_launch_timer == self.bullet_launch_interval: |
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346 self.fire() |
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347 |
202
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348 # Check collisions |
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349 if self.touchable: |
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350 self.check_collisions() |
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351 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
352 self.frame += 1 |
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
353 |