annotate pytouhou/game/enemymanager.py @ 88:2cc60137d368

Ugly implementation of three new attack flags.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 03 Sep 2011 17:44:48 -0700
parents 3804f07d3b0e
children 630e9045e851
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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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16 from itertools import chain
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17 from io import BytesIO
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18 import os
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19 from struct import unpack, pack
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20 from pytouhou.utils.interpolator import Interpolator
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21 from pytouhou.vm.eclrunner import ECLRunner
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22 from pytouhou.vm.anmrunner import ANMRunner
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23 from pytouhou.game.sprite import Sprite
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24 from pytouhou.game.bullet import Bullet
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25 from math import cos, sin, atan2, pi
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28 class Enemy(object):
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29 def __init__(self, pos, life, _type, anm_wrapper, game_state):
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30 self._game_state = game_state
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31 self._anm_wrapper = anm_wrapper
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32 self._sprite = None
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33 self._anmrunner = None
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34 self._removed = False
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35 self._type = _type
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36 self._was_visible = False
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37
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38 self.frame = 0
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39
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40 self.x, self.y = pos
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41 self.life = life
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42 self.max_life = life
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43 self.touchable = True
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44 self.damageable = True
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45 self.death_flags = 0
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46 self.bullets = []
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47 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.)
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48 self.bullet_attributes = None
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49 self.bullet_launch_offset = (0, 0)
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50 self.death_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 = None
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64 self.movement_dependant_sprites = None
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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.screen_box = None
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75
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76
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77 def set_bullet_attributes(self, type_, anim, sprite_idx_offset,
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78 bullets_per_shot, number_of_shots, speed, speed2,
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79 launch_angle, angle, flags):
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80 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot,
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81 number_of_shots, speed, speed2, launch_angle,
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82 angle, flags)
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83 if not self.delay_attack:
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84 self.fire()
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86
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87 def fire(self):
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88 (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots,
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89 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes
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90
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91 self.bullet_launch_timer = 0
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92
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93 player = self.select_player()
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94
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95 if type_ in (67, 69, 71):
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96 launch_angle += self.get_player_angle(player)
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97 if type_ in (69, 70, 71):
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98 angle = 2. * pi / bullets_per_shot
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99 if type_ == 71:
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100 launch_angle += pi / bullets_per_shot
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101
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102 launch_angle -= angle * (bullets_per_shot - 1) / 2.
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103
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104 for shot_nb in range(number_of_shots):
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105 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots)
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106 bullet_angle = launch_angle
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107 for bullet_nb in range(bullets_per_shot):
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108 self.bullets.append(Bullet((self.x, self.y),
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109 anim, sprite_idx_offset,
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110 bullet_angle, shot_speed,
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111 self.extended_bullet_attributes,
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112 flags, player, self._game_state))
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113 bullet_angle += angle
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115
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116 def select_player(self, players=None):
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117 return (players or self._game_state.players)[0] #TODO
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118
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119
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120 def get_player_angle(self, player=None):
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121 player = player or self.select_player()
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122 return atan2(player.y - self.y, player.x - self.x)
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123
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124
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125 def set_anim(self, index):
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126 self._sprite = Sprite()
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127 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite)
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129
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parents: 22
diff changeset
130 def set_pos(self, x, y, z):
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diff changeset
131 self.x, self.y = x, y
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diff changeset
132 self.interpolator = Interpolator((x, y))
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parents: 22
diff changeset
133 self.interpolator.set_interpolation_start(self.frame, (x, y))
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parents: 22
diff changeset
134
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parents: 22
diff changeset
135
62
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diff changeset
136 def move_to(self, duration, x, y, z, formula):
57
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
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diff changeset
137 if not self.interpolator:
62
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parents: 57
diff changeset
138 self.interpolator = Interpolator((self.x, self.y), formula)
57
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diff changeset
139 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y))
62
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parents: 57
diff changeset
140 self.interpolator.set_interpolation_end(self.frame + duration - 1, (x, y))
23
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parents: 22
diff changeset
141
75
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diff changeset
142 self.speed = 0.
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diff changeset
143 self.angle = atan2(y - self.y, x - self.x)
23
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diff changeset
144
75
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diff changeset
145
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parents: 73
diff changeset
146 def stop_in(self, duration, formula):
57
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diff changeset
147 if not self.speed_interpolator:
75
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diff changeset
148 self.speed_interpolator = Interpolator((self.speed,), formula)
57
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parents: 56
diff changeset
149 self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,))
85
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diff changeset
150 self.speed_interpolator.set_interpolation_end(self.frame + duration - 1, (0.,))
57
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diff changeset
151
75
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diff changeset
152 self.speed = 0.
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diff changeset
153
57
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diff changeset
154
23
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parents: 22
diff changeset
155 def is_visible(self, screen_width, screen_height):
73
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
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parents: 72
diff changeset
156 if self._sprite:
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parents: 72
diff changeset
157 tx, ty, tw, th = self._sprite.texcoords
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parents: 72
diff changeset
158 if self._sprite.corner_relative_placement:
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diff changeset
159 raise Exception #TODO
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diff changeset
160 else:
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diff changeset
161 tx, ty, tw, th = 0., 0., 0., 0.
29
afa91be769ae Don't lose time updating off-screen enemies' sprites
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parents: 23
diff changeset
162
73
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diff changeset
163 max_x = tw / 2.
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parents: 72
diff changeset
164 max_y = th / 2.
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parents: 72
diff changeset
165 min_x = -max_x
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diff changeset
166 min_y = -max_y
29
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parents: 23
diff changeset
167
56
299de3a9b69f Filter out off-screen enemies (the same way the official game does)
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parents: 52
diff changeset
168 if any((min_x > screen_width - self.x,
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parents: 52
diff changeset
169 max_x < -self.x,
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parents: 52
diff changeset
170 min_y > screen_height - self.y,
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parents: 52
diff changeset
171 max_y < -self.y)):
23
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parents: 22
diff changeset
172 return False
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parents: 22
diff changeset
173 return True
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parents: 22
diff changeset
174
18
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parents:
diff changeset
175
85
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diff changeset
176 def get_objects_by_texture(self, objects_by_texture):
83
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parents: 79
diff changeset
177 for bullet in self.bullets:
85
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diff changeset
178 bullet.get_objects_by_texture(objects_by_texture)
83
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diff changeset
179
73
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parents: 72
diff changeset
180 if not self._sprite:
85
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diff changeset
181 return
73
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diff changeset
182
69
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parents: 68
diff changeset
183 key = self._sprite.anm.first_name, self._sprite.anm.secondary_name
72
6a08f44fa01b Handle a few more ANM instructions. pytouhou.game.background needs some serious refactoring.
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parents: 69
diff changeset
184 key = (key, self._sprite.blendfunc)
36
f46c18872796 Minor refactoring
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parents: 34
diff changeset
185 if not key in objects_by_texture:
37
a10e3f44a883 Add alpha (anm0 instruction 3) support
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parents: 36
diff changeset
186 objects_by_texture[key] = (0, [], [], [])
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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parents: 48
diff changeset
187 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices)
36
f46c18872796 Minor refactoring
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parents: 34
diff changeset
188 objects_by_texture[key][1].extend(vertices)
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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parents: 48
diff changeset
189 objects_by_texture[key][2].extend(self._sprite._uvs)
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parents: 48
diff changeset
190 objects_by_texture[key][3].extend(self._sprite._colors)
36
f46c18872796 Minor refactoring
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parents: 34
diff changeset
191
f46c18872796 Minor refactoring
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parents: 34
diff changeset
192
69
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parents: 68
diff changeset
193 def update(self):
21
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parents: 20
diff changeset
194 x, y = self.x, self.y
57
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parents: 56
diff changeset
195 if self.interpolator:
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parents: 56
diff changeset
196 self.interpolator.update(self.frame)
20
6ebf9539c077 Handle more enemies types and movements
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parents: 18
diff changeset
197 x, y = self.interpolator.values
21
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parents: 20
diff changeset
198
18
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diff changeset
199 self.speed += self.acceleration #TODO: units? Execution order?
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parents:
diff changeset
200 self.angle += self.rotation_speed #TODO: units? Execution order?
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parents:
diff changeset
201
57
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parents: 56
diff changeset
202
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
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parents: 56
diff changeset
203 if self.speed_interpolator:
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parents: 56
diff changeset
204 self.speed_interpolator.update(self.frame)
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parents: 56
diff changeset
205 self.speed, = self.speed_interpolator.values
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diff changeset
206
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diff changeset
207
18
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diff changeset
208 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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parents: 48
diff changeset
209 if self._type & 2:
21
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
210 x -= dx
18
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parents:
diff changeset
211 else:
21
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
212 x += dx
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
213 y += dy
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
214
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
215 if self.movement_dependant_sprites:
57
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parents: 56
diff changeset
216 #TODO: is that really how it works? Almost.
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parents: 56
diff changeset
217 # Sprite determination is done only once per changement, and is
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parents: 56
diff changeset
218 # superseeded by ins_97.
62
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
219 end_left, end_right, left, right = self.movement_dependant_sprites
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
220 if x < self.x and self.direction != -1:
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
221 self.set_anim(left)
22
fa87db09fc3a Fix Rumia's animations
Thibaut Girka <thib@sitedethib.com>
parents: 21
diff changeset
222 self.direction = -1
62
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
223 elif x > self.x and self.direction != +1:
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
224 self.set_anim(right)
22
fa87db09fc3a Fix Rumia's animations
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parents: 21
diff changeset
225 self.direction = +1
62
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
226 elif x == self.x and self.direction is not None:
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
227 self.set_anim({-1: end_left, +1: end_right}[self.direction])
22
fa87db09fc3a Fix Rumia's animations
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parents: 21
diff changeset
228 self.direction = None
21
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parents: 20
diff changeset
229
50
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
230
811cefefb5c8 Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents: 49
diff changeset
231 if self.screen_box:
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
232 xmin, ymin, xmax, ymax = self.screen_box
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
233 x = max(xmin, min(x, xmax))
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
234 y = max(ymin, min(y, ymax))
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
235
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
236
21
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
237 self.x, self.y = x, y
69
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
238
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
239 #TODO
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parents: 68
diff changeset
240 if self._anmrunner and not self._anmrunner.run_frame():
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parents: 68
diff changeset
241 self._anmrunner = None
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
242
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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parents: 48
diff changeset
243 if self._sprite:
69
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
244 if self._sprite._removed:
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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parents: 48
diff changeset
245 self._sprite = None
69
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
246 else:
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
247 self._sprite.update()
75
b3bd421bb895 Handle a few more ECL instructions
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parents: 73
diff changeset
248 if self._sprite._changed or self.automatic_orientation:
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parents: 73
diff changeset
249 angle_base = self.angle if self.automatic_orientation else 0.
b3bd421bb895 Handle a few more ECL instructions
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parents: 73
diff changeset
250 self._sprite.update_vertices_uvs_colors(angle_base=angle_base)
36
f46c18872796 Minor refactoring
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parents: 34
diff changeset
251
83
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents: 79
diff changeset
252
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents: 79
diff changeset
253 if self.bullet_launch_interval != 0:
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents: 79
diff changeset
254 self.bullet_launch_timer += 1
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents: 79
diff changeset
255 if self.bullet_launch_timer == self.bullet_launch_interval:
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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parents: 79
diff changeset
256 self.fire()
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257
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258
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259 for bullet in self.bullets:
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260 bullet.update()
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261
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262
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263 self.frame += 1
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264
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265
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266
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267 class EnemyManager(object):
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268 def __init__(self, stage, anm_wrapper, ecl, game_state):
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269 self._game_state = game_state
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270 self.stage = stage
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271 self.anm_wrapper = anm_wrapper
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272 self.main = []
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273 self.ecl = ecl
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274 self.objects_by_texture = {}
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275 self.enemies = []
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276 self.processes = []
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277 self.bullets = []
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278
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279 # Populate main
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280 for frame, sub, instr_type, args in ecl.main:
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281 if not self.main or self.main[-1][0] < frame:
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282 self.main.append((frame, [(sub, instr_type, args)]))
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283 elif self.main[-1][0] == frame:
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284 self.main[-1][1].append((sub, instr_type, args))
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285
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286
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287 def get_objects_by_texture(self, objects_by_texture):
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288 # Add enemies to vertices/uvs
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289 for enemy in self.enemies:
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290 enemy.get_objects_by_texture(objects_by_texture)
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291
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292 # Add bullets to vertices/uvs
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293 for bullet in self.bullets:
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294 bullet.get_objects_by_texture(objects_by_texture)
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295
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296
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297 def update(self, frame):
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298 if self.main and self.main[0][0] == frame:
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299 for sub, instr_type, args in self.main.pop(0)[1]:
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300 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy
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301 x, y, z, life, unknown1, unknown2, unknown3 = args
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302 if instr_type & 4:
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303 if x < -990: #102h.exe@0x411820
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304 x = self._game_state.prng.rand_double() * 368
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305 if y < -990: #102h.exe@0x41184b
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306 y = self._game_state.prng.rand_double() * 416
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307 if z < -990: #102h.exe@0x411881
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308 y = self._game_state.prng.rand_double() * 800
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309 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper, self._game_state)
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310 self.enemies.append(enemy)
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311 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state))
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312
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313
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314 # Run processes
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315 self.processes[:] = (process for process in self.processes if process.run_iteration())
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316
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317 # Filter of destroyed enemies
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318 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed)
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319
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320 # Update enemies
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321 for enemy in self.enemies:
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322 enemy.update()
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323 for bullet in enemy.bullets:
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324 if bullet._launched:
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325 enemy.bullets.remove(bullet)
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326 self.bullets.append(bullet)
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327
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328 # Update bullets
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329 for bullet in self.bullets:
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330 bullet.update()
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331
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332 # Filter out non-visible enemies
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333 visible_enemies = [enemy for enemy in self.enemies if enemy.is_visible(384, 448)] #TODO
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334 for enemy in visible_enemies:
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335 enemy._was_visible = True
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336
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337 # Filter out-of-screen enemies
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338 for enemy in tuple(self.enemies):
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339 if enemy._was_visible and not enemy in visible_enemies:
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340 enemy._removed = True
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341 self.enemies.remove(enemy)
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342
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343 # Filter out-of-scren bullets
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344 for bullet in self.bullets:
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345 if not bullet.is_visible(384, 448):
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346 self.bullets.remove(bullet)
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347
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348
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349 #TODO: disable boss mode if it is dead/it has timeout
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350 if self._game_state.boss and self._game_state.boss._removed:
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351 self._game_state.boss = None
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352
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353 #TODO
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354 self.objects_by_texture = {}
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355 self.get_objects_by_texture(self.objects_by_texture)
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356 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items():
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357 nb_vertices = len(vertices)
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358 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
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359 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs))
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360 colors = pack('B' * (4 * nb_vertices), *chain(*colors))
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361 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
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362