Mercurial > touhou
annotate pytouhou/game/enemy.py @ 182:20843875ad8f
(Hopefully) use difficulty as it should.
The difficulty[0] (also called rank) varies from 0 to 32 and affects
various parts of the game. The difficulty now impact those parts,
but how it is modified during the gameplay is not clear.
Such changes to the difficulty are not handled yet.
[0] http://en.touhouwiki.net/wiki/Embodiment_of_Scarlet_Devil/Gameplay#Rank
author | Thibaut Girka <thib@sitedethib.com> |
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date | Tue, 25 Oct 2011 01:29:40 +0200 |
parents | 184196480f59 |
children | b6d7ce644f34 |
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 |
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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 pytouhou.game.item import Item |
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21 from math import cos, sin, atan2, pi |
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22 |
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23 |
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24 class Enemy(object): |
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25 def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game): |
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26 self._game = game |
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27 self._anm_wrapper = anm_wrapper |
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28 self._sprite = None |
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29 self._anmrunner = None |
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30 self._removed = False |
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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 = life |
36 | 40 self.max_life = life |
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41 self.touchable = True |
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42 self.damageable = True |
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43 self.death_flags = 0 |
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44 self.boss = False |
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45 self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) |
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46 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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47 self.bullet_attributes = None |
36 | 48 self.bullet_launch_offset = (0, 0) |
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49 self.death_callback = None |
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50 self.boss_callback = None |
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51 self.low_life_callback = None |
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52 self.low_life_trigger = None |
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53 self.timeout = None |
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54 self.timeout_callback = None |
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55 self.remaining_lives = -1 |
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56 |
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57 self.automatic_orientation = False |
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58 |
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59 self.bullet_launch_interval = 0 |
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60 self.bullet_launch_timer = 0 |
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61 self.delay_attack = False |
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62 |
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63 self.death_anim = 0 |
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64 self.movement_dependant_sprites = None |
22 | 65 self.direction = None |
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66 self.interpolator = None #TODO |
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67 self.speed_interpolator = None |
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68 self.angle = 0. |
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69 self.speed = 0. |
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70 self.rotation_speed = 0. |
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71 self.acceleration = 0. |
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72 |
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73 self.hitbox = (0, 0) |
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74 self.hitbox_half_size = (0, 0) |
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75 self.screen_box = None |
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76 |
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77 |
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78 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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79 bullets_per_shot, number_of_shots, speed, speed2, |
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80 launch_angle, angle, flags): |
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81 |
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82 # Apply difficulty-specific modifiers |
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83 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs |
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84 diff_coeff = self._game.difficulty / 32. |
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85 |
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86 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff |
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87 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. |
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88 bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) |
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89 number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) |
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90 |
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91 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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92 number_of_shots, speed, speed2, launch_angle, |
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93 angle, flags) |
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94 if not self.delay_attack: |
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95 self.fire() |
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96 |
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97 |
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98 def set_bullet_launch_interval(self, value, start=0.): |
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99 # Apply difficulty-specific modifiers: |
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100 value *= 1. - .4 * (self._game.difficulty - 16.) / 32. |
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101 |
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102 self.bullet_launch_interval = int(value) |
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103 self.bullet_launch_timer = int(value * start) |
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104 print(self.bullet_launch_interval, self.bullet_launch_timer) |
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105 |
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106 |
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107 def fire(self): |
123 | 108 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
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109 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes |
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110 |
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111 bullet_type = self._game.bullet_types[type_idx] |
123 | 112 |
109
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113 ox, oy = self.bullet_launch_offset |
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diff
changeset
|
114 launch_pos = self.x + ox, self.y + oy |
e93a7ed4f203
Implement bullet_launch_offset thing
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diff
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|
115 |
104
6c59d0eeb5fa
Implement ECL instruction 75 in the same exact way as 102h.exe
Thibaut Girka <thib@sitedethib.com>
parents:
103
diff
changeset
|
116 if speed2 < 0.3: |
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Implement ECL instruction 75 in the same exact way as 102h.exe
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diff
changeset
|
117 speed2 = 0.3 |
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Implement ECL instruction 75 in the same exact way as 102h.exe
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diff
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|
118 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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diff
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|
119 self.bullet_launch_timer = 0 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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diff
changeset
|
120 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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diff
changeset
|
121 player = self.select_player() |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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|
122 |
79
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Handle a few more ECL instructions. Prepare for bullet handling \o/
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parents:
75
diff
changeset
|
123 if type_ in (67, 69, 71): |
132
fba45c37ec99
Fix initial angle of bullets with bullet_launch_offset enabled.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
130
diff
changeset
|
124 launch_angle += self.get_player_angle(player, launch_pos) |
135
c53d91300c1c
Implement instruction 74.
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134
diff
changeset
|
125 if type_ in (69, 70, 71, 74): |
79
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Handle a few more ECL instructions. Prepare for bullet handling \o/
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|
126 angle = 2. * pi / bullets_per_shot |
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Handle a few more ECL instructions. Prepare for bullet handling \o/
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75
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changeset
|
127 if type_ == 71: |
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Handle a few more ECL instructions. Prepare for bullet handling \o/
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parents:
75
diff
changeset
|
128 launch_angle += pi / bullets_per_shot |
104
6c59d0eeb5fa
Implement ECL instruction 75 in the same exact way as 102h.exe
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parents:
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diff
changeset
|
129 if type_ != 75: |
6c59d0eeb5fa
Implement ECL instruction 75 in the same exact way as 102h.exe
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diff
changeset
|
130 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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diff
changeset
|
131 |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
143
diff
changeset
|
132 bullets = self._game.bullets |
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
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143
diff
changeset
|
133 nb_bullets_max = self._game.nb_bullets_max |
106 | 134 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
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changeset
|
135 for shot_nb in range(number_of_shots): |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
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diff
changeset
|
136 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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changeset
|
137 bullet_angle = launch_angle |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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|
138 for bullet_nb in range(bullets_per_shot): |
143 | 139 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
140 break | |
141 | |
135
c53d91300c1c
Implement instruction 74.
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parents:
134
diff
changeset
|
142 if type_ == 75: # 102h.exe@0x4138cf |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
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parents:
143
diff
changeset
|
143 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
c53d91300c1c
Implement instruction 74.
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parents:
134
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changeset
|
144 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
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parents:
143
diff
changeset
|
145 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 146 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 147 bullet_angle, shot_speed, |
148 self.extended_bullet_attributes, | |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
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143
diff
changeset
|
149 flags, player, self._game)) |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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diff
changeset
|
150 bullet_angle += angle |
48
8353c33d53d4
Support a few more instructions
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46
diff
changeset
|
151 |
8353c33d53d4
Support a few more instructions
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changeset
|
152 |
79
ffe2c2b9912c
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parents:
75
diff
changeset
|
153 def select_player(self, players=None): |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
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143
diff
changeset
|
154 return (players or self._game.players)[0] #TODO |
50
811cefefb5c8
Fix a few bugs and add support for a few instructions
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49
diff
changeset
|
155 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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parents:
49
diff
changeset
|
156 |
132
fba45c37ec99
Fix initial angle of bullets with bullet_launch_offset enabled.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
130
diff
changeset
|
157 def get_player_angle(self, player=None, pos=None): |
79
ffe2c2b9912c
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parents:
75
diff
changeset
|
158 player = player or self.select_player() |
132
fba45c37ec99
Fix initial angle of bullets with bullet_launch_offset enabled.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
130
diff
changeset
|
159 x, y = pos or (self.x, self.y) |
fba45c37ec99
Fix initial angle of bullets with bullet_launch_offset enabled.
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parents:
130
diff
changeset
|
160 return atan2(player.y - y, player.x - x) |
50
811cefefb5c8
Fix a few bugs and add support for a few instructions
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49
diff
changeset
|
161 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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parents:
49
diff
changeset
|
162 |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
Thibaut Girka <thib@sitedethib.com>
parents:
48
diff
changeset
|
163 def set_anim(self, index): |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
changeset
|
164 self._sprite = Sprite() |
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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parents:
68
diff
changeset
|
165 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) |
105
572740acdb25
A few changes in the execution order to match 102h.exe
Thibaut Girka <thib@sitedethib.com>
parents:
104
diff
changeset
|
166 self._anmrunner.run_frame() |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
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parents:
22
diff
changeset
|
167 |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
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parents:
22
diff
changeset
|
168 |
166
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
159
diff
changeset
|
169 def on_attack(self, bullet): |
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
159
diff
changeset
|
170 if self.damageable: |
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
159
diff
changeset
|
171 self.life -= bullet._bullet_type.damage |
152
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
172 |
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
173 |
166
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
159
diff
changeset
|
174 def on_collide(self): |
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
159
diff
changeset
|
175 self.life -= 80 # found experimentally |
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
159
diff
changeset
|
176 |
154
364935f6e313
Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
152
diff
changeset
|
177 |
166
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
159
diff
changeset
|
178 def die_anim(self): |
181
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
177
diff
changeset
|
179 self._game.new_death((self.x, self.y), self.death_anim) |
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
177
diff
changeset
|
180 #TODO: 8 white particles are used only in stage 3 to 6, |
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
177
diff
changeset
|
181 # in other stages they are 2 red and 6 blue. |
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
177
diff
changeset
|
182 for i in range(8): |
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
177
diff
changeset
|
183 self._game.new_particle((self.x, self.y), 0, 3., 192) |
154
364935f6e313
Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
152
diff
changeset
|
184 |
364935f6e313
Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
152
diff
changeset
|
185 |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
186 def set_pos(self, x, y, z): |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
187 self.x, self.y = x, y |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
188 self.interpolator = Interpolator((x, y)) |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
143
diff
changeset
|
189 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
190 |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
191 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
192 def move_to(self, duration, x, y, z, formula): |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
193 if not self.interpolator: |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
143
diff
changeset
|
194 frame = self._game.frame |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
195 self.interpolator = Interpolator((self.x, self.y), formula) |
100
5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
Thibaut Girka <thib@sitedethib.com>
parents:
98
diff
changeset
|
196 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
Thibaut Girka <thib@sitedethib.com>
parents:
98
diff
changeset
|
197 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
198 |
75
b3bd421bb895
Handle a few more ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
199 self.speed = 0. |
b3bd421bb895
Handle a few more ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
200 self.angle = atan2(y - self.y, x - self.x) |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
201 |
75
b3bd421bb895
Handle a few more ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
202 |
b3bd421bb895
Handle a few more ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
203 def stop_in(self, duration, formula): |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
204 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
|
205 frame = self._game.frame |
75
b3bd421bb895
Handle a few more ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
206 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>
parents:
98
diff
changeset
|
207 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
Thibaut Girka <thib@sitedethib.com>
parents:
98
diff
changeset
|
208 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
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
209 |
75
b3bd421bb895
Handle a few more ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
210 self.speed = 0. |
b3bd421bb895
Handle a few more ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
211 |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
212 |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
213 def is_visible(self, screen_width, screen_height): |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
214 if self._sprite: |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
215 tx, ty, tw, th = self._sprite.texcoords |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
216 if self._sprite.corner_relative_placement: |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
217 raise Exception #TODO |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
218 else: |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
219 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
|
220 |
123 | 221 x, y = self.x, self.y |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
222 max_x = tw / 2. |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
223 max_y = th / 2. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
Thibaut Girka <thib@sitedethib.com>
parents:
23
diff
changeset
|
224 |
123 | 225 if (max_x < x - screen_width |
226 or max_x < -x | |
227 or max_y < y - screen_height | |
228 or max_y < -y): | |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
229 return False |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
230 return True |
444ac7bca7bc
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231 |
18
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232 |
69
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233 def update(self): |
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234 x, y = self.x, self.y |
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235 if self.interpolator: |
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236 self.interpolator.update(self._game.frame) |
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237 x, y = self.interpolator.values |
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238 |
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239 self.speed += self.acceleration #TODO: units? Execution order? |
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240 self.angle += self.rotation_speed #TODO: units? Execution order? |
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241 |
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242 |
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243 if self.speed_interpolator: |
151
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244 self.speed_interpolator.update(self._game.frame) |
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245 self.speed, = self.speed_interpolator.values |
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246 |
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247 |
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248 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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249 if self._type & 2: |
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250 x -= dx |
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251 else: |
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252 x += dx |
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253 y += dy |
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254 |
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255 if self.movement_dependant_sprites: |
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256 #TODO: is that really how it works? Almost. |
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257 # Sprite determination is done only once per changement, and is |
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258 # superseeded by ins_97. |
62
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259 end_left, end_right, left, right = self.movement_dependant_sprites |
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260 if x < self.x and self.direction != -1: |
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261 self.set_anim(left) |
22 | 262 self.direction = -1 |
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263 elif x > self.x and self.direction != +1: |
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264 self.set_anim(right) |
22 | 265 self.direction = +1 |
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266 elif x == self.x and self.direction is not None: |
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267 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 268 self.direction = None |
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269 |
50
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270 |
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271 if self.screen_box: |
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272 xmin, ymin, xmax, ymax = self.screen_box |
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273 x = max(xmin, min(x, xmax)) |
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274 y = max(ymin, min(y, ymax)) |
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275 |
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276 |
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277 self.x, self.y = x, y |
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278 |
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279 #TODO |
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280 if self._anmrunner and not self._anmrunner.run_frame(): |
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281 self._anmrunner = None |
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282 |
49
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283 if self._sprite: |
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284 if self._sprite._removed: |
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285 self._sprite = None |
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286 else: |
120
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287 self._sprite.update_orientation(self.angle, |
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288 self.automatic_orientation) |
36 | 289 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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290 |
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291 if self.bullet_launch_interval != 0: |
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292 self.bullet_launch_timer += 1 |
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293 if self.bullet_launch_timer == self.bullet_launch_interval: |
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294 self.fire() |
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295 |
18
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296 self.frame += 1 |
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297 |