annotate pytouhou/game/game.py @ 173:35d850502d1f

Move effects where they should be.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Fri, 21 Oct 2011 09:37:23 -0700
parents ea2ad94c33a0
children 80a4c7ed43b3
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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
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18 from pytouhou.vm.eclrunner import ECLMainRunner
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19
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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
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23 from pytouhou.game.effect import Effect
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25
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26
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27 class Game(object):
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28 def __init__(self, resource_loader, player_states, stage, rank, difficulty,
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29 bullet_types, item_types, characters, nb_bullets_max=None):
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30 self.resource_loader = resource_loader
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31
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32 self.nb_bullets_max = nb_bullets_max
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33 self.bullet_types = bullet_types
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34 self.item_types = item_types
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35 self.characters = characters
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36
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37 self.players = [Player(player_state, characters[player_state.character], self) for player_state in player_states]
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38 self.enemies = []
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39 self.effects = []
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40 self.bullets = []
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41 self.cancelled_bullets = []
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42 self.players_bullets = []
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43 self.items = []
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44
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45 self.stage = stage
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46 self.rank = rank
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47 self.difficulty = difficulty
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48 self.boss = None
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49 self.prng = Random()
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50 self.frame = 0
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51
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52 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage,
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53 'stg%denm2.anm' % stage))
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54 self.eff00 = resource_loader.get_anm_wrapper(('eff00.anm',))
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55 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage)
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56 self.ecl_runner = ECLMainRunner(ecl, self)
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57
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58
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59 def drop_bonus(self, x, y, _type, end_pos=None):
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60 player = self.players[0] #TODO
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61 if _type > 6:
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62 return
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63 item_type = self.item_types[_type]
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64 item = Item((x, y), item_type, self, end_pos=end_pos)
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65 self.items.append(item)
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66
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67
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68 def change_bullets_into_star_items(self):
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69 player = self.players[0] #TODO
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70 item_type = self.item_types[6]
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71 self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets)
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72 self.bullets = []
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73
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74
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75 def new_effect(self, pos, anim):
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76 self.effects.append(Effect(pos, anim, self.eff00))
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77
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78
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79 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score):
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80 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self)
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81 self.enemies.append(enemy)
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82 return enemy
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83
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84
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85 def run_iter(self, keystate):
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86 # 1. VMs.
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87 self.ecl_runner.run_iter()
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88
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89 # 2. Filter out destroyed enemies
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90 self.enemies = [enemy for enemy in self.enemies if not enemy._removed]
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91 self.effects = [enemy for enemy in self.effects if not enemy._removed]
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92 self.bullets = [bullet for bullet in self.bullets if not bullet._removed]
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93 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed]
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94 self.items = [item for item in self.items if not item._removed]
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95
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96 # 3. Let's play!
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97 #TODO: check update orders
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98 for player in self.players:
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99 player.update(keystate) #TODO: differentiate keystates (multiplayer mode)
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100 if player.state.x < 8.:
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101 player.state.x = 8.
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102 if player.state.x > 384.-8: #TODO
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103 player.state.x = 384.-8
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104 if player.state.y < 16.:
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105 player.state.y = 16.
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106 if player.state.y > 448.-16: #TODO
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107 player.state.y = 448.-16
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108
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109 for enemy in self.enemies:
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110 enemy.update()
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111
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112 for enemy in self.effects:
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113 enemy.update()
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114
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115 for bullet in self.bullets:
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116 bullet.update()
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117
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118 for bullet in self.cancelled_bullets:
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119 bullet.update()
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120
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121 for bullet in self.players_bullets:
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122 bullet.update()
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123
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124 for item in self.items:
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125 item.update()
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126
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127 # 4. Check for collisions!
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128 #TODO
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129 for player in self.players:
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130 if not player.state.touchable:
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131 continue
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132
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133 px, py = player.x, player.y
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diff changeset
134 phalf_size = player.hitbox_half_size
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diff changeset
135 px1, px2 = px - phalf_size, px + phalf_size
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diff changeset
136 py1, py2 = py - phalf_size, py + phalf_size
152
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diff changeset
137
151
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138 for bullet in self.bullets:
142
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139 half_size = bullet.hitbox_half_size
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140 bx, by = bullet.x, bullet.y
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141 bx1, bx2 = bx - half_size, bx + half_size
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diff changeset
142 by1, by2 = by - half_size, by + half_size
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parents: 134
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143
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parents: 134
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144 if not (bx2 < px1 or bx1 > px2
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145 or by2 < py1 or by1 > py2):
156
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parents: 154
diff changeset
146 bullet.collide()
172
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147 if player.state.invulnerable_time == 0:
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diff changeset
148 player.collide()
152
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149
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150 for enemy in self.enemies:
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151 half_size_x, half_size_y = enemy.hitbox_half_size
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152 bx, by = enemy.x, enemy.y
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153 bx1, bx2 = bx - half_size_x, bx + half_size_x
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154 by1, by2 = by - half_size_y, by + half_size_y
142
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diff changeset
155
156
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diff changeset
156 if enemy.touchable and not (bx2 < px1 or bx1 > px2
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parents: 154
diff changeset
157 or by2 < py1 or by1 > py2):
166
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parents: 165
diff changeset
158 enemy.on_collide()
172
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159 if player.state.invulnerable_time == 0:
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parents: 171
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160 player.collide()
152
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161
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162 for item in self.items:
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163 half_size = item.hitbox_half_size
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164 bx, by = item.x, item.y
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165 bx1, bx2 = bx - half_size, bx + half_size
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166 by1, by2 = by - half_size, by + half_size
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167
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168 if not (bx2 < px1 or bx1 > px2
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169 or by2 < py1 or by1 > py2):
156
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diff changeset
170 player.collect(item)
150
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171
164
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172 for enemy in self.enemies:
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diff changeset
173 ex, ey = enemy.x, enemy.y
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diff changeset
174 ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size
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175 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x
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diff changeset
176 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y
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parents: 161
diff changeset
177
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178 for bullet in self.players_bullets:
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179 half_size = bullet.hitbox_half_size
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180 bx, by = bullet.x, bullet.y
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181 bx1, bx2 = bx - half_size, bx + half_size
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182 by1, by2 = by - half_size, by + half_size
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diff changeset
183
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diff changeset
184 if not (bx2 < ex1 or bx1 > ex2
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185 or by2 < ey1 or by1 > ey2):
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diff changeset
186 bullet.collide()
166
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parents: 165
diff changeset
187 enemy.on_attack(bullet)
172
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diff changeset
188 player.state.score += 90 # found experimentally
164
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189
142
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diff changeset
190 # 5. Cleaning
97
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diff changeset
191 self.cleanup()
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diff changeset
192
151
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193 self.frame += 1
97
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diff changeset
194
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195
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diff changeset
196 def cleanup(self):
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197 # Filter out non-visible enemies
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198 for enemy in tuple(self.enemies):
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199 if enemy.is_visible(384, 448): #TODO
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200 enemy._was_visible = True
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201 elif enemy._was_visible:
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diff changeset
202 # Filter out-of-screen enemy
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203 enemy._removed = True
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diff changeset
204 self.enemies.remove(enemy)
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diff changeset
205
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206 # Filter out-of-scren bullets
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diff changeset
207 # TODO: was_visible thing
151
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diff changeset
208 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)]
161
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parents: 159
diff changeset
209 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)]
164
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parents: 161
diff changeset
210 self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)]
97
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diff changeset
211
165
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parents: 164
diff changeset
212 # Filter out-of-scren items
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diff changeset
213 self.items = [item for item in self.items if item.y < 448]
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parents: 164
diff changeset
214
97
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parents: 83
diff changeset
215 # Disable boss mode if it is dead/it has timeout
151
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parents: 150
diff changeset
216 if self.boss and self.boss._removed:
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parents: 150
diff changeset
217 self.boss = None
97
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parents: 83
diff changeset
218