Mercurial > touhou
annotate pytouhou/game/game.py @ 279:3539520fff93
Fix sprite rotation/translation.
ANM translations are done *after* rotation, lasers are handled differently.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Wed, 08 Feb 2012 18:43:39 +0100 |
parents | f037bca24f2d |
children | 4838e9bab0f9 |
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 from itertools import chain |
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16 |
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17 from pytouhou.utils.random import Random |
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18 |
97 | 19 from pytouhou.vm.eclrunner import ECLMainRunner |
20 | |
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21 from pytouhou.game.enemy import Enemy |
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22 from pytouhou.game.item import Item |
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23 from pytouhou.game.effect import Effect |
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24 from pytouhou.game.effect import Particle |
97 | 25 |
26 | |
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27 |
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28 class Game(object): |
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29 def __init__(self, resource_loader, players, stage, rank, difficulty, |
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30 bullet_types, laser_types, item_types, |
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31 nb_bullets_max=None, width=384, height=448, prng=None): |
97 | 32 self.resource_loader = resource_loader |
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33 |
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34 self.width, self.height = width, height |
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35 |
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36 self.nb_bullets_max = nb_bullets_max |
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37 self.bullet_types = bullet_types |
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38 self.laser_types = laser_types |
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39 self.item_types = item_types |
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40 |
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41 self.players = players |
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42 self.enemies = [] |
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43 self.effects = [] |
106 | 44 self.bullets = [] |
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45 self.lasers = [] |
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46 self.cancelled_bullets = [] |
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47 self.players_bullets = [] |
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48 self.items = [] |
106 | 49 |
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50 self.stage = stage |
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51 self.rank = rank |
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52 self.difficulty = difficulty |
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53 self.difficulty_counter = 0 |
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54 self.difficulty_min = 12 if rank == 0 else 10 |
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55 self.difficulty_max = 20 if rank == 0 else 32 |
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56 self.boss = None |
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57 self.spellcard = None |
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58 self.bonus_list = [0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, |
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59 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 2] |
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60 self.prng = prng or Random() |
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61 self.frame = 0 |
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62 |
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63 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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64 'stg%denm2.anm' % stage)) |
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65 self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
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66 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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67 self.ecl_runner = ECLMainRunner(ecl, self) |
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68 |
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69 self.effect_anm_wrapper = resource_loader.get_anm_wrapper(('eff0%d.anm' % stage,)) |
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70 self.effect = None |
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71 |
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72 # See 102h.exe@0x413220 if you think you're brave enough. |
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73 self.deaths_count = self.prng.rand_uint16() % 3 |
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74 self.next_bonus = self.prng.rand_uint16() % 8 |
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75 |
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76 |
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77 def modify_difficulty(self, diff): |
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78 self.difficulty_counter += diff |
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79 while self.difficulty_counter < 0: |
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80 self.difficulty -= 1 |
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81 self.difficulty_counter += 100 |
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82 while self.difficulty_counter >= 100: |
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83 self.difficulty += 1 |
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84 self.difficulty_counter -= 100 |
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85 if self.difficulty < self.difficulty_min: |
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86 self.difficulty = self.difficulty_min |
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87 elif self.difficulty > self.difficulty_max: |
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88 self.difficulty = self.difficulty_max |
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89 |
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90 |
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91 def enable_effect(self): |
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92 self.effect = Effect((-32., -16.), 0, self.effect_anm_wrapper) #TODO: find why this offset is necessary. |
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93 self.effect._sprite.allow_dest_offset = True #TODO: should be the role of anm’s 25th instruction. Investigate! |
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94 |
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95 |
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96 def disable_effect(self): |
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97 self.effect = None |
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98 |
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99 |
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100 def drop_bonus(self, x, y, _type, end_pos=None): |
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101 player = self.players[0] #TODO |
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102 if _type > 6: |
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103 return |
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104 item_type = self.item_types[_type] |
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105 item = Item((x, y), _type, item_type, self, end_pos=end_pos) |
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106 self.items.append(item) |
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107 |
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108 |
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109 def autocollect(self, player): |
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110 for item in self.items: |
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111 if not item.player: |
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112 item.autocollect(player) |
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113 |
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114 |
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115 def change_bullets_into_star_items(self): |
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116 player = self.players[0] #TODO |
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117 item_type = self.item_types[6] |
274
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118 self.items.extend(Item((bullet.x, bullet.y), 6, item_type, self, player=player) |
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119 for bullet in self.bullets) |
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120 for laser in self.lasers: |
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121 self.items.extend(Item(pos, 6, item_type, self, player=player) |
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122 for pos in laser.get_bullets_pos()) |
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123 laser.cancel() |
150
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124 self.bullets = [] |
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125 |
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126 |
248
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127 def new_effect(self, pos, anim, anm_wrapper=None): |
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128 self.effects.append(Effect(pos, anim, anm_wrapper or self.etama4)) |
181
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129 |
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130 |
193
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131 def new_particle(self, pos, color, size, amp): |
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132 self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, amp, self)) |
173
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133 |
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134 |
171
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135 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score): |
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136 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self) |
97 | 137 self.enemies.append(enemy) |
138 return enemy | |
139 | |
140 | |
141 def run_iter(self, keystate): | |
142 # 1. VMs. | |
143 self.ecl_runner.run_iter() | |
198
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144 if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame. |
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145 self.modify_difficulty(+100) |
97 | 146 |
147 # 2. Filter out destroyed enemies | |
123 | 148 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
166
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149 self.effects = [enemy for enemy in self.effects if not enemy._removed] |
152
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150 self.bullets = [bullet for bullet in self.bullets if not bullet._removed] |
161
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151 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] |
152
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152 self.items = [item for item in self.items if not item._removed] |
83
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Basic bullet handling! Clean up as soon as possible :p
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153 |
193
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154 |
97 | 155 # 3. Let's play! |
193
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156 # In the original game, updates are done in prioritized functions called "chains" |
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157 # We have to mimic this functionnality to be replay-compatible with the official game. |
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158 |
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159 # Pri 6 is background |
217
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160 self.update_effect() #TODO: Pri unknown |
193
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161 self.update_players(keystate) # Pri 7 |
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162 self.update_enemies() # Pri 9 |
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163 self.update_effects() # Pri 10 |
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164 self.update_bullets() # Pri 11 |
274
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165 for laser in self.lasers: #TODO: what priority is it? |
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166 laser.update() |
193
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167 # Pri 12 is HUD |
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168 |
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169 # 4. Cleaning |
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170 self.cleanup() |
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171 |
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172 self.frame += 1 |
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173 |
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174 |
217
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175 def update_effect(self): |
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176 if self.effect is not None: |
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|
177 self.effect.update() |
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178 |
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179 |
193
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180 def update_enemies(self): |
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181 for enemy in self.enemies: |
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182 enemy.update() |
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183 |
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184 |
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|
185 def update_players(self, keystate): |
130 | 186 for player in self.players: |
142
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|
187 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 188 if player.state.x < 8.: |
189 player.state.x = 8. | |
225
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220
diff
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190 if player.state.x > self.width - 8: |
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191 player.state.x = self.width - 8 |
130 | 192 if player.state.y < 16.: |
193 player.state.y = 16. | |
225
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194 if player.state.y > self.height - 16: |
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195 player.state.y = self.height -16 |
130 | 196 |
193
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192
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|
197 for bullet in self.players_bullets: |
97 | 198 bullet.update() |
199 | |
193
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Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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200 |
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201 def update_effects(self): |
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202 for effect in self.effects: |
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203 effect.update() |
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204 |
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205 |
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206 def update_bullets(self): |
161
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159
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|
207 for bullet in self.cancelled_bullets: |
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159
diff
changeset
|
208 bullet.update() |
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209 |
193
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|
210 for bullet in self.bullets: |
164
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Implement player bullets rendering and updating.
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161
diff
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|
211 bullet.update() |
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Implement player bullets rendering and updating.
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212 |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
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150
diff
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|
213 for item in self.items: |
150
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143
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changeset
|
214 item.update() |
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|
215 |
142
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|
216 for player in self.players: |
172
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171
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|
217 if not player.state.touchable: |
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171
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|
218 continue |
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219 |
142
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220 px, py = player.x, player.y |
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221 phalf_size = player.hitbox_half_size |
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222 px1, px2 = px - phalf_size, px + phalf_size |
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223 py1, py2 = py - phalf_size, py + phalf_size |
152
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|
224 |
176
80a4c7ed43b3
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225 ghalf_size = player.graze_hitbox_half_size |
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226 gx1, gx2 = px - ghalf_size, px + ghalf_size |
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227 gy1, gy2 = py - ghalf_size, py + ghalf_size |
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228 |
151
5cf927cbd9c5
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150
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changeset
|
229 for bullet in self.bullets: |
142
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230 half_size = bullet.hitbox_half_size |
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231 bx, by = bullet.x, bullet.y |
220
0595315d3880
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217
diff
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232 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
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233 by1, by2 = by - half_size[1], by + half_size[1] |
142
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234 |
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235 if not (bx2 < px1 or bx1 > px2 |
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236 or by2 < py1 or by1 > py2): |
156
ebfd328e700c
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|
237 bullet.collide() |
172
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238 if player.state.invulnerable_time == 0: |
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239 player.collide() |
152
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151
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|
240 |
181
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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180
diff
changeset
|
241 elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2 |
176
80a4c7ed43b3
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242 or by2 < gy1 or by1 > gy2): |
181
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Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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243 bullet.grazed = True |
184
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244 player.state.graze += 1 |
181
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245 player.state.score += 500 # found experimentally |
198
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246 self.modify_difficulty(+6) |
193
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247 self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range. |
181
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248 #TODO: display a static particle during one frame at |
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249 # 12 pixels of the player, in the axis of the “collision”. |
176
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Add grazing check.
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250 |
208
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251 #TODO: is it the right place? |
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252 if py < 128 and player.state.power >= 128: #TODO: check py. |
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253 self.autocollect(player) |
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254 |
229
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Add “SHT” support to EoSD, and do a little cleanup.
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255 half_size = player.sht.item_hitbox / 2. |
152
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256 for item in self.items: |
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257 bx, by = item.x, item.y |
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258 bx1, bx2 = bx - half_size, bx + half_size |
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259 by1, by2 = by - half_size, by + half_size |
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260 |
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261 if not (bx2 < px1 or bx1 > px2 |
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262 or by2 < py1 or by1 > py2): |
220
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
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263 item.on_collect(player) |
150
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Introduce items, implement ECL instruction 83
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264 |
97 | 265 |
266 def cleanup(self): | |
267 # Filter out non-visible enemies | |
255
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268 for enemy in self.enemies: |
225
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269 if enemy.is_visible(self.width, self.height): |
97 | 270 enemy._was_visible = True |
271 elif enemy._was_visible: | |
272 # Filter out-of-screen enemy | |
273 enemy._removed = True | |
255
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274 |
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275 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
97 | 276 |
277 # Filter out-of-scren bullets | |
225
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278 self.bullets = [bullet for bullet in self.bullets |
255
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279 if not bullet._removed] |
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280 self.players_bullets = [bullet for bullet in self.players_bullets |
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281 if not bullet._removed] |
225
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282 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets |
259
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Minor performance improvement.
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283 if not bullet._removed] |
97 | 284 |
274
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Partially implement lasers.
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285 # Filter “timed-out” lasers |
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286 self.lasers = [laser for laser in self.lasers if not laser._removed] |
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287 |
165
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288 # Filter out-of-scren items |
198
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289 items = [] |
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290 for item in self.items: |
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291 if item.y < 448: |
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292 items.append(item) |
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293 else: |
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294 self.modify_difficulty(-3) |
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295 self.items = items |
165
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296 |
97 | 297 # Disable boss mode if it is dead/it has timeout |
151
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298 if self.boss and self.boss._removed: |
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299 self.boss = None |
97 | 300 |