Mercurial > touhou
annotate pytouhou/game/game.py @ 154:364935f6e313
Implement enemy killing.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 09 Oct 2011 16:55:18 -0700 |
parents | 37df8c618c2e |
children | ebfd328e700c |
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 = [] |
106 | 38 self.bullets = [] |
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39 self.items = [] |
106 | 40 |
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41 self.stage = stage |
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42 self.rank = rank |
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43 self.difficulty = difficulty |
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44 self.boss = None |
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45 self.prng = Random() |
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46 self.frame = 0 |
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47 |
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48 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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49 'stg%denm2.anm' % stage)) |
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50 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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51 self.ecl_runner = ECLMainRunner(ecl, self.new_enemy, self) |
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52 |
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53 |
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54 def drop_bonus(self, x, y, _type): |
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55 player = self.players[0] #TODO |
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56 item_type = self.item_types[_type] |
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57 item = Item((x, y), item_type, self) |
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58 self.items.append(item) |
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59 |
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60 |
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61 def change_bullets_into_star_items(self): |
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62 player = self.players[0] #TODO |
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63 item_type = self.item_types[6] |
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64 self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets) |
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65 self.bullets = [] |
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66 |
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67 |
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68 def new_enemy(self, pos, life, instr_type, bonus_dropped, pop_enemy): |
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69 enemy = Enemy(pos, life, instr_type, bonus_dropped, self.enm_anm_wrapper, self, pop_enemy) |
97 | 70 self.enemies.append(enemy) |
71 return enemy | |
72 | |
73 | |
74 def run_iter(self, keystate): | |
75 # 1. VMs. | |
76 self.ecl_runner.run_iter() | |
77 | |
78 # 2. Filter out destroyed enemies | |
123 | 79 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
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80 self.bullets = [bullet for bullet in self.bullets if not bullet._removed] |
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81 self.items = [item for item in self.items if not item._removed] |
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82 |
97 | 83 # 3. Let's play! |
142
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84 #TODO: check update orders |
130 | 85 for player in self.players: |
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86 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 87 if player.state.x < 8.: |
88 player.state.x = 8. | |
89 if player.state.x > 384.-8: #TODO | |
90 player.state.x = 384.-8 | |
91 if player.state.y < 16.: | |
92 player.state.y = 16. | |
93 if player.state.y > 448.-16: #TODO | |
94 player.state.y = 448.-16 | |
95 | |
97 | 96 for enemy in self.enemies: |
97 enemy.update() | |
106 | 98 |
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99 for bullet in self.bullets: |
97 | 100 bullet.update() |
101 | |
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102 for item in self.items: |
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103 item.update() |
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104 |
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105 # 4. Check for collisions! |
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106 #TODO |
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107 for player in self.players: |
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108 px, py = player.x, player.y |
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109 phalf_size = player.hitbox_half_size |
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110 px1, px2 = px - phalf_size, px + phalf_size |
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111 py1, py2 = py - phalf_size, py + phalf_size |
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112 |
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113 for bullet in self.bullets: |
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114 half_size = bullet.hitbox_half_size |
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115 bx, by = bullet.x, bullet.y |
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116 bx1, bx2 = bx - half_size, bx + half_size |
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117 by1, by2 = by - half_size, by + half_size |
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118 |
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119 if not (bx2 < px1 or bx1 > px2 |
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120 or by2 < py1 or by1 > py2): |
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121 bullet.collide(player) |
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122 |
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123 for enemy in self.enemies: |
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124 half_size_x, half_size_y = enemy.hitbox_half_size |
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125 bx, by = enemy.x, enemy.y |
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126 bx1, bx2 = bx - half_size_x, bx + half_size_x |
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127 by1, by2 = by - half_size_y, by + half_size_y |
142
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128 |
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129 if not (bx2 < px1 or bx1 > px2 |
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130 or by2 < py1 or by1 > py2): |
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131 enemy.collide(player) |
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132 |
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133 for item in self.items: |
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134 half_size = item.hitbox_half_size |
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135 bx, by = item.x, item.y |
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136 bx1, bx2 = bx - half_size, bx + half_size |
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137 by1, by2 = by - half_size, by + half_size |
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138 |
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139 if not (bx2 < px1 or bx1 > px2 |
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140 or by2 < py1 or by1 > py2): |
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141 item.collect(player) |
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Introduce items, implement ECL instruction 83
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142 |
142
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Simple collision detection
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143 # 5. Cleaning |
97 | 144 self.cleanup() |
145 | |
151
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Merge GameState into Game. TODO: Merge PlayerState into Player
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146 self.frame += 1 |
97 | 147 |
148 | |
149 def cleanup(self): | |
150 # Filter out non-visible enemies | |
151 for enemy in tuple(self.enemies): | |
152 if enemy.is_visible(384, 448): #TODO | |
153 enemy._was_visible = True | |
154 elif enemy._was_visible: | |
155 # Filter out-of-screen enemy | |
156 enemy._removed = True | |
157 self.enemies.remove(enemy) | |
158 | |
159 # Filter out-of-scren bullets | |
160 # TODO: was_visible thing | |
151
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Merge GameState into Game. TODO: Merge PlayerState into Player
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161 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)] |
97 | 162 |
163 # Disable boss mode if it is dead/it has timeout | |
151
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Merge GameState into Game. TODO: Merge PlayerState into Player
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164 if self.boss and self.boss._removed: |
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Merge GameState into Game. TODO: Merge PlayerState into Player
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165 self.boss = None |
97 | 166 |