Mercurial > touhou
annotate pytouhou/games/eosd.py @ 196:1e501e3b6645
Add a subclass for each character, and implement player attacks.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 29 Oct 2011 14:21:42 -0700 |
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children | e1bc8c4cbb1a |
rev | line source |
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196
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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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.game import Game |
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17 from pytouhou.game.bullettype import BulletType |
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18 from pytouhou.game.itemtype import ItemType |
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19 from pytouhou.game.player import Player |
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20 from pytouhou.game.bullet import Bullet |
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21 |
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22 from math import pi |
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23 |
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24 |
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25 class EoSDGame(Game): |
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26 def __init__(self, resource_loader, player_states, stage, rank, difficulty, **kwargs): |
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27 etama3 = resource_loader.get_anm_wrapper(('etama3.anm',)) |
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28 etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
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29 bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4), |
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30 BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6), |
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31 BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4), |
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32 BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6), |
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33 BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5), |
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34 BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4), |
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35 BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16), |
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36 BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11), |
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37 BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9), |
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38 BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)] |
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39 #TODO: hitbox |
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40 item_types = [ItemType(etama3, 0, 7, hitbox_size=42, score=10), #Power |
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41 ItemType(etama3, 1, 8, hitbox_size=42, score=100000), #Point, TODO: changes for hard, lunatic and poc |
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42 ItemType(etama3, 2, 9, hitbox_size=42, score=10), #Big power |
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43 ItemType(etama3, 3, 10, hitbox_size=42), #Bomb |
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44 ItemType(etama3, 4, 11, hitbox_size=42, score=1000), #Full power |
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45 ItemType(etama3, 5, 12, hitbox_size=42), #1up |
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46 ItemType(etama3, 6, 13, hitbox_size=42, score=500)] #Star |
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47 |
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48 eosd_characters = [ReimuA, ReimuB, MarisaA, MarisaB] |
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49 players = [] |
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50 for player in player_states: |
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51 players.append(eosd_characters[player.character](player, self, resource_loader)) |
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52 |
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53 Game.__init__(self, resource_loader, players, stage, rank, difficulty, |
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54 bullet_types, item_types, nb_bullets_max=640, **kwargs) |
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55 |
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56 |
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57 class Reimu(Player): |
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58 def __init__(self, state, game, resource_loader): |
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59 anm_wrapper = resource_loader.get_anm_wrapper(('player00.anm',)) |
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60 self.bullet_angle = pi/30 #TODO: check |
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61 |
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62 Player.__init__(self, state, game, anm_wrapper, speed=4.) |
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63 |
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64 |
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65 def fire(self): |
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66 if self.fire_time % self.bullet_launch_interval == 0: |
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67 if self.state.power < 16: |
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68 bullets_per_shot = 1 |
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69 elif self.state.power < 48: |
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70 bullets_per_shot = 2 |
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71 elif self.state.power < 96: |
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72 bullets_per_shot = 3 |
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73 elif self.state.power < 128: |
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74 bullets_per_shot = 4 |
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75 elif self.state.power >= 128: |
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76 bullets_per_shot = 5 |
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77 |
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78 bullets = self._game.players_bullets |
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79 nb_bullets_max = self._game.nb_bullets_max |
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80 |
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81 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. |
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82 for bullet_nb in range(bullets_per_shot): |
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83 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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84 break |
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85 |
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86 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, |
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87 bullet_angle, self.bullet_speed, |
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88 (0, 0, 0, 0, 0., 0., 0., 0.), |
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89 0, self, self._game, player_bullet=True)) |
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90 bullet_angle += self.bullet_angle |
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91 |
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92 |
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93 class ReimuA(Reimu): |
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94 def __init__(self, state, game, resource_loader): |
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95 Reimu.__init__(self, state, game, resource_loader) |
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96 |
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97 self.bulletA_type = BulletType(self.anm_wrapper, 65, 97, 0, 0, 0, hitbox_size=4, damage=48) #TODO: verify the hitbox and damages. |
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98 self.bulletA_speed = 12. |
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99 |
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100 |
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101 def fire(self): |
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102 Reimu.fire(self) |
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103 |
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104 if self.state.power < 8: |
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105 return |
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106 |
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107 else: |
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108 pass #TODO |
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109 |
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110 |
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111 class ReimuB(Reimu): |
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112 def __init__(self, state, game, resource_loader): |
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113 Reimu.__init__(self, state, game, resource_loader) |
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114 |
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115 self.bulletB_type = BulletType(self.anm_wrapper, 66, 98, 0, 0, 0, hitbox_size=4, damage=48) #TODO: verify the hitbox and damages. |
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116 self.bulletB_speed = 22. |
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117 |
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118 |
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119 def fire_spine(self, offset_x): |
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120 bullets = self._game.players_bullets |
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121 nb_bullets_max = self._game.nb_bullets_max |
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122 |
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123 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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124 return |
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125 |
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126 bullets.append(Bullet((self.x + offset_x, self.y), self.bulletB_type, 0, |
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127 self.bullet_launch_angle, self.bulletB_speed, |
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128 (0, 0, 0, 0, 0., 0., 0., 0.), |
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129 0, self, self._game, player_bullet=True)) |
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130 |
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131 |
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132 def fire(self): |
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133 Reimu.fire(self) |
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134 |
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135 if self.state.power < 8: |
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136 return |
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137 |
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138 elif self.state.power < 16: |
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139 if self.fire_time % 15 == 0: |
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140 for offset in (-24, 24): |
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141 self.fire_spine(offset) |
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142 |
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143 elif self.state.power < 32: |
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144 if self.fire_time % 10 == 0: |
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145 for offset in (-24, 24): |
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146 self.fire_spine(offset) |
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147 |
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148 elif self.state.power < 48: |
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149 if self.fire_time % 8 == 0: |
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150 for offset in (-24, 24): |
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151 self.fire_spine(offset) |
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152 |
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153 elif self.state.power < 96: |
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154 if self.fire_time % 5 == 0: |
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155 for offset in (-16, 32): |
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156 self.fire_spine(offset) |
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157 if self.fire_time % 8 == 0: |
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158 for offset in (-32, 16): |
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159 self.fire_spine(offset) |
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160 |
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161 elif self.state.power < 128: |
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162 if self.fire_time % 3 == 0: |
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163 for offset in (-12, 36): |
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164 self.fire_spine(offset) |
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165 if self.fire_time % 5 == 0: |
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166 for offset in (-36, 12): |
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167 self.fire_spine(offset) |
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168 if self.fire_time % 10 == 0: |
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169 for offset in (-24, 24): |
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170 self.fire_spine(offset) |
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171 |
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172 else: |
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173 if self.fire_time % 3 == 0: |
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174 for offset in (-36, -12, 12, 36): |
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175 self.fire_spine(offset) |
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176 if self.fire_time % 5 == 0: |
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177 for offset in (-24, 24): |
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178 self.fire_spine(offset) |
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179 |
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180 |
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181 class Marisa(Player): |
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182 def __init__(self, state, game, resource_loader): |
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183 anm_wrapper = resource_loader.get_anm_wrapper(('player01.anm',)) |
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184 self.bullet_angle = pi/40 #TODO: check |
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185 |
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186 Player.__init__(self, state, game, anm_wrapper, speed=5.) |
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187 |
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188 |
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189 def fire(self): |
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190 if self.fire_time % self.bullet_launch_interval == 0: |
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191 if self.state.power < 32: |
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192 bullets_per_shot = 1 |
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193 elif self.state.power < 96: |
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194 bullets_per_shot = 2 |
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195 elif self.state.power < 128: |
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196 bullets_per_shot = 3 |
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197 elif self.state.power >= 128: |
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198 bullets_per_shot = 5 |
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199 |
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200 bullets = self._game.players_bullets |
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201 nb_bullets_max = self._game.nb_bullets_max |
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202 |
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203 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. |
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204 for bullet_nb in range(bullets_per_shot): |
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205 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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206 break |
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207 |
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208 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, |
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209 bullet_angle, self.bullet_speed, |
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210 (0, 0, 0, 0, 0., 0., 0., 0.), |
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211 0, self, self._game, player_bullet=True)) |
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212 bullet_angle += self.bullet_angle |
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213 |
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214 |
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215 class MarisaA(Marisa): |
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216 def __init__(self, state, game, resource_loader): |
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217 Marisa.__init__(self, state, game, resource_loader) |
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218 |
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219 #TODO: verify the hitbox and damages. |
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220 self.bulletA_types = [BulletType(self.anm_wrapper, 65, 0, 0, 0, 0, hitbox_size=4, damage=48), |
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221 BulletType(self.anm_wrapper, 66, 0, 0, 0, 0, hitbox_size=4, damage=48), |
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222 BulletType(self.anm_wrapper, 67, 0, 0, 0, 0, hitbox_size=4, damage=48), |
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223 BulletType(self.anm_wrapper, 68, 0, 0, 0, 0, hitbox_size=4, damage=48)] |
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224 self.bulletA_speed_interpolator = None |
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225 |
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226 |
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227 def fire(self): |
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228 Marisa.fire(self) |
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229 |
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230 if self.state.power < 8: |
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231 return |
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232 |
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233 else: |
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234 pass #TODO |
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235 |
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236 |
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237 class MarisaB(Marisa): |
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238 def __init__(self, state, game, resource_loader): |
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239 Marisa.__init__(self, state, game, resource_loader) |
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240 |
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241 self.laser_type = None |
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242 |
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243 |
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244 def fire(self): |
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245 Marisa.fire(self) |
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246 |
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247 if self.state.power < 8: |
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248 return |
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249 |
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250 else: |
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251 pass #TODO |