Mercurial > touhou
annotate pytouhou/game/game.py @ 149:3673d55a8448
Fix bullet flags 16 and 32 handling
author | Thibaut Girka <thib@sitedethib.com> |
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date | Tue, 04 Oct 2011 18:13:26 +0200 |
parents | ea21bb37febe |
children | 4f46717390aa |
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 |
98
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21 from pytouhou.game.enemy import Enemy |
97 | 22 |
23 | |
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24 class GameState(object): |
106 | 25 __slots__ = ('resource_loader', 'bullets', 'players', 'rank', 'difficulty', 'frame', |
143 | 26 'stage', 'boss', 'prng', 'bullet_types', 'characters', 'nb_bullets_max') |
130 | 27 def __init__(self, resource_loader, players, stage, rank, difficulty, |
143 | 28 bullet_types, characters, nb_bullets_max): |
97 | 29 self.resource_loader = resource_loader |
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30 |
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31 self.bullet_types = bullet_types |
130 | 32 self.characters = characters |
122
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33 |
106 | 34 self.bullets = [] |
143 | 35 self.nb_bullets_max = nb_bullets_max |
106 | 36 |
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37 self.stage = stage |
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38 self.players = players |
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39 self.rank = rank |
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40 self.difficulty = difficulty |
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41 self.boss = None |
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42 self.prng = Random() |
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43 self.frame = 0 |
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44 |
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45 |
97 | 46 |
47 class Game(object): | |
130 | 48 def __init__(self, resource_loader, player_states, stage, rank, difficulty, |
143 | 49 bullet_types, characters, nb_bullets_max=None): |
130 | 50 self.game_state = GameState(resource_loader, player_states, stage, |
51 rank, difficulty, | |
143 | 52 bullet_types, characters, nb_bullets_max) |
97 | 53 |
130 | 54 self.players = [Player(player_state, characters[player_state.character]) for player_state in player_states] |
97 | 55 self.enemies = [] |
56 | |
57 self.bonuses = [] | |
58 | |
59 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, | |
60 'stg%denm2.anm' % stage)) | |
61 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) | |
62 self.ecl_runner = ECLMainRunner(ecl, self.new_enemy, self.game_state) | |
63 | |
64 | |
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65 def new_enemy(self, pos, life, instr_type, pop_enemy): |
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66 enemy = Enemy(pos, life, instr_type, self.enm_anm_wrapper, self.game_state, pop_enemy) |
97 | 67 self.enemies.append(enemy) |
68 return enemy | |
69 | |
70 | |
71 def run_iter(self, keystate): | |
72 # 1. VMs. | |
73 self.ecl_runner.run_iter() | |
74 | |
75 # 2. Filter out destroyed enemies | |
123 | 76 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
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77 |
97 | 78 # 3. Let's play! |
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79 #TODO: check update orders |
130 | 80 for player in self.players: |
142
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81 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 82 if player.state.x < 8.: |
83 player.state.x = 8. | |
84 if player.state.x > 384.-8: #TODO | |
85 player.state.x = 384.-8 | |
86 if player.state.y < 16.: | |
87 player.state.y = 16. | |
88 if player.state.y > 448.-16: #TODO | |
89 player.state.y = 448.-16 | |
90 | |
97 | 91 for enemy in self.enemies: |
92 enemy.update() | |
106 | 93 |
94 for bullet in self.game_state.bullets: | |
97 | 95 bullet.update() |
96 | |
142
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97 # 4. Check for collisions! |
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98 #TODO |
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99 for player in self.players: |
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100 px, py = player.x, player.y |
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101 phalf_size = player.hitbox_half_size |
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102 px1, px2 = px - phalf_size, px + phalf_size |
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103 py1, py2 = py - phalf_size, py + phalf_size |
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104 for bullet in self.game_state.bullets: |
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105 half_size = bullet.hitbox_half_size |
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106 bx, by = bullet.x, bullet.y |
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107 bx1, bx2 = bx - half_size, bx + half_size |
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108 by1, by2 = by - half_size, by + half_size |
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109 |
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110 if not (bx2 < px1 or bx1 > px2 |
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111 or by2 < py1 or by1 > py2): |
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112 print('collided!') #TODO |
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113 |
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114 # 5. Cleaning |
97 | 115 self.cleanup() |
116 | |
117 self.game_state.frame += 1 | |
118 | |
119 | |
120 def cleanup(self): | |
121 # Filter out non-visible enemies | |
122 for enemy in tuple(self.enemies): | |
123 if enemy.is_visible(384, 448): #TODO | |
124 enemy._was_visible = True | |
125 elif enemy._was_visible: | |
126 # Filter out-of-screen enemy | |
127 enemy._removed = True | |
128 self.enemies.remove(enemy) | |
129 | |
130 # Filter out-of-scren bullets | |
131 # TODO: was_visible thing | |
123 | 132 self.game_state.bullets = [bullet for bullet in self.game_state.bullets if bullet.is_visible(384, 448)] |
97 | 133 |
134 # Disable boss mode if it is dead/it has timeout | |
135 if self.game_state.boss and self.game_state.boss._removed: | |
136 self.game_state.boss = None | |
137 |