annotate pytouhou/games/sample/game.py @ 609:23b9418e4b2f

Remove generic usage of GL_DRAW_FRAMEBUFFER which was introduced in GL 3.0 with framebuffer_blit.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 21 Dec 2014 18:10:23 +0100
parents 2a748aa29c3f
children 2cf518129725
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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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eca53abdfeab Fix ReimuA, and refactor Player a bit.
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15 from pytouhou.utils.interpolator import Interpolator
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16
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17 from pytouhou.game.game import Game as GameBase
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18 from pytouhou.game.bullettype import BulletType
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f037bca24f2d Partially implement lasers.
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19 from pytouhou.game.lasertype import LaserType
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20 from pytouhou.game.itemtype import ItemType
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21 from pytouhou.game.player import Player as PlayerBase
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8ec34c56fed0 Implement orbs.
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22 from pytouhou.game.orb import Orb
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f41a26971a19 Remove all Loader uses from outside pytouhou.games, and add a --no-music option to disable bgm.
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23 from pytouhou.game.background import Background
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24
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25 from pytouhou.vm import PythonMainRunner
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26 from . import enemies, shots
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27
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28
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29 class Common(object):
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30 def __init__(self, resource_loader, player_characters, continues, stage,
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31 width=384, height=448):
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32 self.width, self.height = width, height
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33
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34 self.etama = resource_loader.get_multi_anm(('etama3.anm', 'etama4.anm'))
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35 self.bullet_types = [BulletType(self.etama[0], 0, 11, 14, 15, 16, hitbox_size=2,
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36 type_id=0),
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37 BulletType(self.etama[0], 1, 12, 17, 18, 19, hitbox_size=3,
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38 type_id=1),
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39 BulletType(self.etama[0], 2, 12, 17, 18, 19, hitbox_size=2,
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40 type_id=2),
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41 BulletType(self.etama[0], 3, 12, 17, 18, 19, hitbox_size=3,
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42 type_id=3),
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43 BulletType(self.etama[0], 4, 12, 17, 18, 19, hitbox_size=2.5,
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44 type_id=4),
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45 BulletType(self.etama[0], 5, 12, 17, 18, 19, hitbox_size=2,
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46 type_id=5),
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47 BulletType(self.etama[0], 6, 13, 20, 20, 20, hitbox_size=8,
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48 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0),
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49 type_id=6),
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50 BulletType(self.etama[0], 7, 13, 20, 20, 20, hitbox_size=5.5,
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51 launch_anim_offsets=(1, 1, 1, 1),
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52 type_id=7),
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53 BulletType(self.etama[0], 8, 13, 20, 20, 20, hitbox_size=4.5,
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54 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0),
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55 type_id=8),
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56 BulletType(self.etama[1], 0, 1, 2, 2, 2, hitbox_size=16,
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57 launch_anim_offsets=(0, 1, 2, 3),
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58 type_id=9)]
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59
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60 self.laser_types = [LaserType(self.etama[0], 9),
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61 LaserType(self.etama[0], 10)]
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62
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63 self.item_types = [ItemType(self.etama[0], 0, 7), #Power
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64 ItemType(self.etama[0], 1, 8), #Point
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65 ItemType(self.etama[0], 2, 9), #Big power
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66 ItemType(self.etama[0], 3, 10), #Bomb
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67 ItemType(self.etama[0], 4, 11), #Full power
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68 ItemType(self.etama[0], 5, 12), #1up
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69 ItemType(self.etama[0], 6, 13)] #Star
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70
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71 self.enemy_face = [('face03a.anm', 'face03b.anm'),
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72 ('face05a.anm',),
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73 ('face06a.anm', 'face06b.anm'),
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74 ('face08a.anm', 'face08b.anm'),
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75 ('face09a.anm', 'face09b.anm'),
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76 ('face09b.anm', 'face10a.anm', 'face10b.anm'),
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77 ('face08a.anm', 'face12a.anm', 'face12b.anm', 'face12c.anm')]
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78
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79 default_power = [0, 64, 128, 128, 128, 128, 0][stage]
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80
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81 sample_characters = shots.characters
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82 self.first_character = player_characters[0] // 2
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83 self.player_anms = {}
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84 self.players = [None] * len(player_characters)
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85 for i, player_character in enumerate(player_characters):
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86 character = player_character // 2
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87 if character not in self.player_anms:
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88 face = resource_loader.get_multi_anm(('face0%da.anm' % character,
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89 'face0%db.anm' % character,
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90 'face0%dc.anm' % character))
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91 anm = resource_loader.get_single_anm('player0%d.anm' % character)
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92 self.player_anms[character] = (anm, face)
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93
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94 self.players[i] = Player(i, self.player_anms[character][0],
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95 sample_characters[player_character],
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96 character, default_power, continues)
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98
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99
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100 class Game(GameBase):
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101 def __init__(self, resource_loader, stage, rank, difficulty,
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102 common, prng, hints=None, friendly_fire=True,
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103 nb_bullets_max=640):
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104
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105 self.etama = common.etama #XXX
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106 try:
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107 self.enm_anm = resource_loader.get_multi_anm(('stg%denm.anm' % stage,
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108 'stg%denm2.anm' % stage))
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109 except KeyError:
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110 self.enm_anm = resource_loader.get_anm('stg%denm.anm' % stage)
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111
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112 self.ecl_runners = [PythonMainRunner(getattr(enemies, 'stage%d' % stage), self)]
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113
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114 self.spellcard_effect_anm = resource_loader.get_single_anm('eff0%d.anm' % stage)
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115
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116 self.msg = resource_loader.get_msg('msg%d.dat' % stage)
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117 msg_anm = [common.player_anms[common.first_character][1], #TODO: does it break bomb face of non-first player?
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118 resource_loader.get_multi_anm(common.enemy_face[stage - 1])]
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119
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120 self.msg_anm = [[], []]
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121 for i, anms in enumerate(msg_anm):
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122 for anm in anms:
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123 for sprite in anm.sprites.values():
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124 self.msg_anm[i].append((anm, sprite))
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125
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126 for player in common.players:
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127 player._game = self
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128
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129 # Load stage data
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130 self.std = resource_loader.get_stage('stage%d.std' % stage)
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131
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132 background_anm = resource_loader.get_single_anm('stg%dbg.anm' % stage)
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133 self.background = Background(self.std, background_anm)
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134
456
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135 common.interface.start_stage(self, stage)
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136
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137 GameBase.__init__(self, common.players, stage, rank, difficulty,
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138 common.bullet_types, common.laser_types,
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139 common.item_types, nb_bullets_max, common.width,
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140 common.height, prng, common.interface, hints,
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141 friendly_fire)
300
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142
196
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143
206
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144
597
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145 class Player(PlayerBase):
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146 def __init__(self, number, anm, shts, character, power, continues):
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147 self.sht = shts[0]
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148 self.focused_sht = shts[1]
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149
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150 PlayerBase.__init__(self, number, anm, character, power, continues)
229
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151
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152 self.orbs = [Orb(anm, 128, self),
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153 Orb(anm, 129, self)]
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154
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155 self.orbs[0].offset_x = -24
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156 self.orbs[1].offset_x = 24
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157
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158 def start_focusing(self):
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159 self.focused = True
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160
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161 def stop_focusing(self):
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162 self.focused = False
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163
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diff changeset
164 @property
206
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165 def objects(self):
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166 return [self] + self.orbs
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167
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168 def update(self, keystate):
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169 PlayerBase.update(self, keystate)
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170
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171 for orb in self.orbs:
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172 orb.update()