Mercurial > touhou
annotate pytouhou/game/enemymanager.py @ 88:2cc60137d368
Ugly implementation of three new attack flags.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 03 Sep 2011 17:44:48 -0700 |
parents | 3804f07d3b0e |
children | 630e9045e851 |
rev | line source |
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52
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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 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 |
20
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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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26 |
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27 |
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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 |
36 | 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 |
36 | 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 |
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.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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85 |
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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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114 |
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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): |
69
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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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128 |
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129 |
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130 def set_pos(self, x, y, z): |
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131 self.x, self.y = x, y |
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132 self.interpolator = Interpolator((x, y)) |
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133 self.interpolator.set_interpolation_start(self.frame, (x, y)) |
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134 |
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135 |
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136 def move_to(self, duration, x, y, z, formula): |
57
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137 if not self.interpolator: |
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138 self.interpolator = Interpolator((self.x, self.y), formula) |
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139 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y)) |
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140 self.interpolator.set_interpolation_end(self.frame + duration - 1, (x, y)) |
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141 |
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142 self.speed = 0. |
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143 self.angle = atan2(y - self.y, x - self.x) |
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144 |
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145 |
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146 def stop_in(self, duration, formula): |
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147 if not self.speed_interpolator: |
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148 self.speed_interpolator = Interpolator((self.speed,), formula) |
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149 self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,)) |
85 | 150 self.speed_interpolator.set_interpolation_end(self.frame + duration - 1, (0.,)) |
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151 |
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152 self.speed = 0. |
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153 |
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154 |
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155 def is_visible(self, screen_width, screen_height): |
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156 if self._sprite: |
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157 tx, ty, tw, th = self._sprite.texcoords |
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158 if self._sprite.corner_relative_placement: |
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159 raise Exception #TODO |
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160 else: |
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161 tx, ty, tw, th = 0., 0., 0., 0. |
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162 |
73
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163 max_x = tw / 2. |
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164 max_y = th / 2. |
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165 min_x = -max_x |
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166 min_y = -max_y |
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167 |
56
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168 if any((min_x > screen_width - self.x, |
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169 max_x < -self.x, |
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170 min_y > screen_height - self.y, |
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171 max_y < -self.y)): |
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172 return False |
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173 return True |
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174 |
18
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175 |
85 | 176 def get_objects_by_texture(self, objects_by_texture): |
83
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177 for bullet in self.bullets: |
85 | 178 bullet.get_objects_by_texture(objects_by_texture) |
83
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179 |
73
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180 if not self._sprite: |
85 | 181 return |
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182 |
69
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183 key = self._sprite.anm.first_name, self._sprite.anm.secondary_name |
72
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184 key = (key, self._sprite.blendfunc) |
36 | 185 if not key in objects_by_texture: |
37
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186 objects_by_texture[key] = (0, [], [], []) |
49
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187 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices) |
36 | 188 objects_by_texture[key][1].extend(vertices) |
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189 objects_by_texture[key][2].extend(self._sprite._uvs) |
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190 objects_by_texture[key][3].extend(self._sprite._colors) |
36 | 191 |
192 | |
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193 def update(self): |
21
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194 x, y = self.x, self.y |
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195 if self.interpolator: |
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196 self.interpolator.update(self.frame) |
20
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197 x, y = self.interpolator.values |
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198 |
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199 self.speed += self.acceleration #TODO: units? Execution order? |
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200 self.angle += self.rotation_speed #TODO: units? Execution order? |
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201 |
57
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202 |
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203 if self.speed_interpolator: |
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204 self.speed_interpolator.update(self.frame) |
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205 self.speed, = self.speed_interpolator.values |
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206 |
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207 |
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208 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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209 if self._type & 2: |
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210 x -= dx |
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211 else: |
21
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212 x += dx |
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213 y += dy |
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214 |
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215 if self.movement_dependant_sprites: |
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216 #TODO: is that really how it works? Almost. |
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217 # Sprite determination is done only once per changement, and is |
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218 # superseeded by ins_97. |
62
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219 end_left, end_right, left, right = self.movement_dependant_sprites |
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220 if x < self.x and self.direction != -1: |
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221 self.set_anim(left) |
22 | 222 self.direction = -1 |
62
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223 elif x > self.x and self.direction != +1: |
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224 self.set_anim(right) |
22 | 225 self.direction = +1 |
62
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226 elif x == self.x and self.direction is not None: |
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227 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 228 self.direction = None |
21
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229 |
50
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230 |
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231 if self.screen_box: |
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232 xmin, ymin, xmax, ymax = self.screen_box |
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233 x = max(xmin, min(x, xmax)) |
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234 y = max(ymin, min(y, ymax)) |
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235 |
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236 |
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237 self.x, self.y = x, y |
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238 |
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239 #TODO |
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240 if self._anmrunner and not self._anmrunner.run_frame(): |
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241 self._anmrunner = None |
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242 |
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243 if self._sprite: |
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244 if self._sprite._removed: |
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245 self._sprite = None |
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246 else: |
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247 self._sprite.update() |
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248 if self._sprite._changed or self.automatic_orientation: |
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249 angle_base = self.angle if self.automatic_orientation else 0. |
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250 self._sprite.update_vertices_uvs_colors(angle_base=angle_base) |
36 | 251 |
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252 |
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253 if self.bullet_launch_interval != 0: |
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254 self.bullet_launch_timer += 1 |
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255 if self.bullet_launch_timer == self.bullet_launch_interval: |
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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 |
85 | 287 def get_objects_by_texture(self, objects_by_texture): |
288 # Add enemies to vertices/uvs | |
289 for enemy in self.enemies: | |
290 enemy.get_objects_by_texture(objects_by_texture) | |
291 | |
292 # Add bullets to vertices/uvs | |
293 for bullet in self.bullets: | |
294 bullet.get_objects_by_texture(objects_by_texture) | |
295 | |
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 |
85 | 353 #TODO |
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354 self.objects_by_texture = {} |
85 | 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) |
ca26a84916cb
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358 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) |
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Add preliminary ECL viewer/interpreter.
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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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Thibaut Girka <thib@sitedethib.com>
parents:
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361 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors) |
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parents:
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362 |