Mercurial > touhou
annotate pytouhou/game/player.pyx @ 493:26c082870dcf
Use a cached static float[16] instead of a list for default Matrix data.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 05 Oct 2013 22:00:53 +0200 |
parents | 887de1309491 |
children | 6be9c99a3a24 |
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 from libc.math cimport M_PI as pi |
52
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16 |
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17 from pytouhou.game.sprite cimport Sprite |
130 | 18 from pytouhou.vm.anmrunner import ANMRunner |
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19 from pytouhou.game.bullettype cimport BulletType |
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20 from pytouhou.game.bullet cimport Bullet |
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21 from pytouhou.game.lasertype cimport LaserType |
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22 from pytouhou.game.laser cimport PlayerLaser |
130 | 23 |
24 | |
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25 class GameOver(Exception): |
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26 pass |
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27 |
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28 |
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29 cdef class PlayerState: |
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30 def __init__(self, long number, long character=0, long score=0, |
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31 long power=0, long lives=2, long bombs=3, long continues=0): |
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32 self.number = number |
130 | 33 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... |
34 | |
35 self.score = score | |
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36 self.effective_score = score |
130 | 37 self.lives = lives |
38 self.bombs = bombs | |
39 self.power = power | |
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40 self.continues = continues |
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41 |
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42 self.continues_used = 0 |
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43 self.miss = 0 |
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44 self.bombs_used = 0 |
130 | 45 |
46 self.graze = 0 | |
47 self.points = 0 | |
48 | |
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49 self.x = 192.0 |
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50 self.y = 384.0 |
130 | 51 |
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52 self.invulnerable_time = 240 |
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53 self.touchable = True |
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54 self.focused = False |
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55 |
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56 self.power_bonus = 0 # Never goes over 30. |
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57 |
130 | 58 |
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59 cdef class Player(Element): |
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60 def __init__(self, PlayerState state, Game game, anm): |
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61 Element.__init__(self) |
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62 |
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63 self._game = game |
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64 self.anm = anm |
130 | 65 |
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66 self.speeds = (self.sht.horizontal_vertical_speed, |
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67 self.sht.diagonal_speed, |
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68 self.sht.horizontal_vertical_focused_speed, |
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69 self.sht.diagonal_focused_speed) |
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70 |
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71 self.fire_time = 0 |
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72 |
130 | 73 self.state = state |
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74 self.direction = 0 |
130 | 75 |
76 self.set_anim(0) | |
77 | |
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78 self.death_time = 0 |
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79 |
130 | 80 |
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81 cdef void set_anim(self, index): |
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82 self.sprite = Sprite() |
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83 self.anmrunner = ANMRunner(self.anm, index, self.sprite) |
130 | 84 |
85 | |
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86 cdef void play_sound(self, str name): |
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87 self._game.sfx_player.play('%s.wav' % name) |
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88 |
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89 |
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90 cdef void collide(self): |
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91 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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92 self.death_time = self._game.frame |
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93 self._game.new_effect((self.state.x, self.state.y), 17) |
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94 self._game.modify_difficulty(-1600) |
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95 self.play_sound('pldead00') |
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96 for i in xrange(16): |
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97 self._game.new_particle((self.state.x, self.state.y), 11, 256) #TODO: find the real size and range. |
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98 |
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99 |
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100 def start_focusing(self): |
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101 self.state.focused = True |
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102 |
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103 |
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104 def stop_focusing(self): |
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105 self.state.focused = False |
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106 |
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107 |
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108 cdef void fire(self): |
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109 cdef double x, y |
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110 cdef long shot_power |
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111 |
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112 sht = self.focused_sht if self.state.focused else self.sht |
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113 |
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114 # Don’t use min() since sht.shots could be an empty dict. |
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115 power = 999 |
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116 for shot_power in sht.shots: |
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117 if self.state.power < shot_power: |
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118 power = power if power < shot_power else shot_power |
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119 |
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120 bullets = self._game.players_bullets |
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121 lasers = self._game.players_lasers |
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122 nb_bullets_max = self._game.nb_bullets_max |
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123 |
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124 if self.fire_time % 5 == 0: |
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125 self.play_sound('plst00') |
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126 |
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127 for shot in sht.shots[power]: |
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128 origin = self.orbs[shot.orb - 1] if shot.orb else self.state |
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129 shot_type = <unsigned char>shot.type |
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130 |
445
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131 if shot_type == 3: |
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132 if self.fire_time != 30: |
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133 continue |
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134 |
445
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135 #TODO: number can do very surprising things, like removing any |
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136 # bullet creation from enemies with 3. For now, crash when not |
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137 # an actual laser number. |
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138 number = <long>shot.delay |
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139 if lasers[number] is not None: |
294
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140 continue |
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141 |
430
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142 laser_type = LaserType(self.anm, shot.sprite % 256, 68) |
294
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143 lasers[number] = PlayerLaser(laser_type, 0, shot.hitbox, shot.damage, shot.angle, shot.speed, shot.interval, origin) |
235
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144 continue |
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145 |
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146 if (self.fire_time + shot.delay) % shot.interval != 0: |
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147 continue |
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148 |
445
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149 if nb_bullets_max != 0 and len(bullets) == nb_bullets_max: |
235
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150 break |
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151 |
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152 x = origin.x + shot.pos[0] |
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153 y = origin.y + shot.pos[1] |
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154 |
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155 #TODO: find a better way to do that. |
430
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156 bullet_type = BulletType(self.anm, shot.sprite % 256, |
235
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157 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
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158 0, 0, 0, 0.) |
294
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159 #TODO: Type 1 (homing bullets) |
445
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160 if shot_type == 2: |
235
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161 #TODO: triple-check acceleration! |
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162 bullets.append(Bullet((x, y), bullet_type, 0, |
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163 shot.angle, shot.speed, |
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164 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), |
492
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165 16, self, self._game, player=self.state.number, |
235
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166 damage=shot.damage, hitbox=shot.hitbox)) |
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167 else: |
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168 bullets.append(Bullet((x, y), bullet_type, 0, |
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169 shot.angle, shot.speed, |
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170 (0, 0, 0, 0, 0., 0., 0., 0.), |
492
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171 0, self, self._game, player=self.state.number, |
235
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172 damage=shot.damage, hitbox=shot.hitbox)) |
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173 |
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174 |
445
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175 cpdef update(self, long keystate): |
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176 cdef double dx, dy |
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177 |
172
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178 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
220
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179 speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] |
172
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180 try: |
445
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181 dx, dy = {16: (0., -speed), 32: (0., speed), 64: (-speed, 0.), 128: (speed, 0.), |
220
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182 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), |
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183 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] |
172
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184 except KeyError: |
445
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185 dx, dy = 0., 0. |
172
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186 |
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187 if dx < 0 and self.direction != -1: |
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188 self.set_anim(1) |
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189 self.direction = -1 |
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190 elif dx > 0 and self.direction != +1: |
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191 self.set_anim(3) |
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192 self.direction = +1 |
445
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193 elif dx == 0 and self.direction != 0: |
172
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194 self.set_anim({-1: 2, +1: 4}[self.direction]) |
445
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195 self.direction = 0 |
172
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196 |
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197 self.state.x += dx |
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198 self.state.y += dy |
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199 |
445
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200 #XXX |
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201 self.x = self.state.x |
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202 self.y = self.state.y |
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203 |
380
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204 if self.state.x < 8.: |
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205 self.state.x = 8. |
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206 if self.state.x > self._game.width - 8: |
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207 self.state.x = self._game.width - 8. |
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208 if self.state.y < 16.: |
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209 self.state.y = 16. |
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210 if self.state.y > self._game.height - 16: |
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211 self.state.y = self._game.height -16. |
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212 |
199
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213 if not self.state.focused and keystate & 4: |
206
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214 self.start_focusing() |
199
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215 elif self.state.focused and not keystate & 4: |
206
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216 self.stop_focusing() |
199
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217 |
172
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218 if self.state.invulnerable_time > 0: |
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219 self.state.invulnerable_time -= 1 |
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220 |
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221 m = self.state.invulnerable_time % 8 |
328
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222 if m == 7 or self.state.invulnerable_time == 0: |
304
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223 self.sprite.color = (255, 255, 255) |
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224 self.sprite.changed = True |
328
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225 elif m == 1: |
304
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226 self.sprite.color = (64, 64, 64) |
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227 self.sprite.changed = True |
130 | 228 |
196
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229 if keystate & 1 and self.fire_time == 0: |
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230 self.fire_time = 30 |
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231 if self.fire_time > 0: |
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232 self.fire() |
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233 self.fire_time -= 1 |
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234 |
457
4ccc47828002
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235 if keystate & 2 and self.bomb_time == 0: |
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236 self._game.set_player_bomb() |
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237 self.bomb_time = 240 |
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238 if self.bomb_time > 0: |
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239 self.bomb_time -= 1 |
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240 if self.bomb_time == 0: |
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241 self._game.unset_player_bomb() |
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242 |
172
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243 if self.death_time: |
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244 time = self._game.frame - self.death_time |
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245 if time == 6: # too late, you are dead :( |
175
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246 self.state.touchable = False |
184
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247 if self.state.power > 16: |
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248 self.state.power -= 16 |
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249 else: |
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250 self.state.power = 0 |
471
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251 self._game.cancel_player_lasers() |
184
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252 |
465
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253 self.state.miss += 1 |
339
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254 self.state.lives -= 1 |
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255 if self.state.lives < 0: |
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256 #TODO: display a menu to ask the players if they want to continue. |
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257 if self.state.continues == 0: |
339
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258 raise GameOver |
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259 |
465
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260 # Don’t decrement if it’s infinite. |
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261 if self.state.continues >= 0: |
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262 self.state.continues -= 1 |
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263 self.state.continues_used += 1 |
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264 |
445
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265 for i in xrange(5): |
339
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266 self._game.drop_bonus(self.state.x, self.state.y, 4, |
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267 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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268 self._game.prng.rand_double() * 192 - 64)) |
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269 self.state.score = 0 |
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270 self.state.effective_score = 0 |
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271 self.state.lives = 2 #TODO: use the right default. |
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272 self.state.bombs = 3 #TODO: use the right default. |
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273 self.state.power = 0 |
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274 |
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275 self.state.graze = 0 |
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276 self.state.points = 0 |
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277 else: |
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278 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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279 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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280 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
445
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281 for i in xrange(5): |
339
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282 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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283 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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284 self._game.prng.rand_double() * 192 - 64)) |
184
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285 |
172
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286 elif time == 7: |
304
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287 self.sprite.mirrored = False |
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288 self.sprite.blendfunc = 0 |
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289 self.sprite.rescale = 0.75, 1.5 |
445
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290 self.sprite.fade(26, 96) |
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291 self.sprite.scale_in(26, 0., 2.5) |
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292 |
447
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293 #TODO: the next two branches could be happening at the same frame. |
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294 elif time == 31: |
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295 self._game.cancel_bullets() |
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296 |
211
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297 elif time == 32: |
225
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298 self.state.x = float(self._game.width) / 2. #TODO |
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299 self.state.y = float(self._game.width) #TODO |
445
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300 self.direction = 0 |
130 | 301 |
304
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302 self.sprite = Sprite() |
430
c9433188ffdb
Remove AnmWrapper, since ANMs are lists of entries now.
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303 self.anmrunner = ANMRunner(self.anm, 0, self.sprite) |
304
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304 self.sprite.alpha = 128 |
445
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305 self.sprite.rescale = 0., 2.5 |
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306 self.sprite.fade(30, 255) |
304
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307 self.sprite.blendfunc = 1 |
445
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308 self.sprite.scale_in(30, 1., 1.) |
172
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309 |
211
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310 elif time == 61: # respawned |
172
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311 self.state.touchable = True |
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312 self.state.invulnerable_time = 240 |
304
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313 self.sprite.blendfunc = 0 |
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314 self.sprite.changed = True |
172
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315 |
447
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316 elif time == 91: # start the bullet hell again |
172
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|
317 self.death_time = 0 |
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318 |
304
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319 self.anmrunner.run_frame() |
130 | 320 |