Mercurial > touhou
annotate pytouhou/game/game.py @ 171:2f3665a77f11
Add support for the last unknown value of the enemy spawning.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 20 Oct 2011 06:34:35 -0700 |
parents | dcf32488a2c9 |
children | ea2ad94c33a0 |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 |
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16 from pytouhou.utils.random import Random |
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17 |
97 | 18 from pytouhou.vm.eclrunner import ECLMainRunner |
19 | |
130 | 20 from pytouhou.game.player import Player |
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21 from pytouhou.game.enemy import Enemy |
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22 from pytouhou.game.item import Item |
97 | 23 |
24 | |
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25 |
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26 class Game(object): |
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27 def __init__(self, resource_loader, player_states, stage, rank, difficulty, |
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28 bullet_types, item_types, characters, nb_bullets_max=None): |
97 | 29 self.resource_loader = resource_loader |
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30 |
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31 self.nb_bullets_max = nb_bullets_max |
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32 self.bullet_types = bullet_types |
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33 self.item_types = item_types |
130 | 34 self.characters = characters |
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35 |
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36 self.players = [Player(player_state, characters[player_state.character]) for player_state in player_states] |
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37 self.enemies = [] |
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38 self.effects = [] |
106 | 39 self.bullets = [] |
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40 self.cancelled_bullets = [] |
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41 self.players_bullets = [] |
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42 self.items = [] |
106 | 43 |
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44 self.stage = stage |
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45 self.rank = rank |
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46 self.difficulty = difficulty |
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47 self.boss = None |
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48 self.prng = Random() |
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49 self.frame = 0 |
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50 |
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51 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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52 'stg%denm2.anm' % stage)) |
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53 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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54 self.ecl_runner = ECLMainRunner(ecl, self) |
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55 |
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56 |
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57 def drop_bonus(self, x, y, _type): |
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58 player = self.players[0] #TODO |
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59 if _type > 6: |
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60 return |
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61 item_type = self.item_types[_type] |
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62 item = Item((x, y), item_type, self) |
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63 self.items.append(item) |
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64 |
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65 |
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66 def change_bullets_into_star_items(self): |
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67 player = self.players[0] #TODO |
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68 item_type = self.item_types[6] |
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69 self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets) |
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70 self.bullets = [] |
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71 |
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72 |
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73 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score): |
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74 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self) |
97 | 75 self.enemies.append(enemy) |
76 return enemy | |
77 | |
78 | |
79 def run_iter(self, keystate): | |
80 # 1. VMs. | |
81 self.ecl_runner.run_iter() | |
82 | |
83 # 2. Filter out destroyed enemies | |
123 | 84 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
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85 self.effects = [enemy for enemy in self.effects if not enemy._removed] |
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86 self.bullets = [bullet for bullet in self.bullets if not bullet._removed] |
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87 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] |
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88 self.items = [item for item in self.items if not item._removed] |
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89 |
97 | 90 # 3. Let's play! |
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91 #TODO: check update orders |
130 | 92 for player in self.players: |
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93 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 94 if player.state.x < 8.: |
95 player.state.x = 8. | |
96 if player.state.x > 384.-8: #TODO | |
97 player.state.x = 384.-8 | |
98 if player.state.y < 16.: | |
99 player.state.y = 16. | |
100 if player.state.y > 448.-16: #TODO | |
101 player.state.y = 448.-16 | |
102 | |
97 | 103 for enemy in self.enemies: |
104 enemy.update() | |
106 | 105 |
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106 for enemy in self.effects: |
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107 enemy.update() |
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108 |
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109 for bullet in self.bullets: |
97 | 110 bullet.update() |
111 | |
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112 for bullet in self.cancelled_bullets: |
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113 bullet.update() |
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114 |
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115 for bullet in self.players_bullets: |
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116 bullet.update() |
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117 |
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118 for item in self.items: |
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119 item.update() |
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120 |
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121 # 4. Check for collisions! |
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122 #TODO |
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123 for player in self.players: |
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124 px, py = player.x, player.y |
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125 phalf_size = player.hitbox_half_size |
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126 px1, px2 = px - phalf_size, px + phalf_size |
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127 py1, py2 = py - phalf_size, py + phalf_size |
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128 |
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129 for bullet in self.bullets: |
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130 half_size = bullet.hitbox_half_size |
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131 bx, by = bullet.x, bullet.y |
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132 bx1, bx2 = bx - half_size, bx + half_size |
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133 by1, by2 = by - half_size, by + half_size |
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134 |
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135 if not (bx2 < px1 or bx1 > px2 |
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136 or by2 < py1 or by1 > py2): |
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137 bullet.collide() |
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138 player.collide() |
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139 |
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140 for enemy in self.enemies: |
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141 half_size_x, half_size_y = enemy.hitbox_half_size |
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142 bx, by = enemy.x, enemy.y |
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143 bx1, bx2 = bx - half_size_x, bx + half_size_x |
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144 by1, by2 = by - half_size_y, by + half_size_y |
142
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145 |
156
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146 if enemy.touchable and not (bx2 < px1 or bx1 > px2 |
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147 or by2 < py1 or by1 > py2): |
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148 enemy.on_collide() |
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149 player.collide() |
152
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150 |
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151 for item in self.items: |
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152 half_size = item.hitbox_half_size |
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153 bx, by = item.x, item.y |
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154 bx1, bx2 = bx - half_size, bx + half_size |
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155 by1, by2 = by - half_size, by + half_size |
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156 |
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157 if not (bx2 < px1 or bx1 > px2 |
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158 or by2 < py1 or by1 > py2): |
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159 player.collect(item) |
150
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160 |
164
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161 for enemy in self.enemies: |
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162 ex, ey = enemy.x, enemy.y |
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163 ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size |
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164 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
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165 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
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166 |
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167 for bullet in self.players_bullets: |
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168 half_size = bullet.hitbox_half_size |
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169 bx, by = bullet.x, bullet.y |
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170 bx1, bx2 = bx - half_size, bx + half_size |
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171 by1, by2 = by - half_size, by + half_size |
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172 |
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173 if not (bx2 < ex1 or bx1 > ex2 |
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174 or by2 < ey1 or by1 > ey2): |
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175 bullet.collide() |
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176 enemy.on_attack(bullet) |
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177 |
142
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178 # 5. Cleaning |
97 | 179 self.cleanup() |
180 | |
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181 self.frame += 1 |
97 | 182 |
183 | |
184 def cleanup(self): | |
185 # Filter out non-visible enemies | |
186 for enemy in tuple(self.enemies): | |
187 if enemy.is_visible(384, 448): #TODO | |
188 enemy._was_visible = True | |
189 elif enemy._was_visible: | |
190 # Filter out-of-screen enemy | |
191 enemy._removed = True | |
192 self.enemies.remove(enemy) | |
193 | |
194 # Filter out-of-scren bullets | |
195 # TODO: was_visible thing | |
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196 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)] |
161
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197 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)] |
164
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198 self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)] |
97 | 199 |
165
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200 # Filter out-of-scren items |
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201 self.items = [item for item in self.items if item.y < 448] |
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202 |
97 | 203 # Disable boss mode if it is dead/it has timeout |
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204 if self.boss and self.boss._removed: |
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205 self.boss = None |
97 | 206 |