annotate pytouhou/games/eosd.py @ 448:3bc37791f0a2

Make Bullet.state an enum.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 17 Aug 2013 17:44:11 +0200
parents 18e4b121646b
children cae1ae9de430
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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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
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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15 from pytouhou.utils.interpolator import Interpolator
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16
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17 from pytouhou.game.game import Game
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18 from pytouhou.game.bullettype import BulletType
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19 from pytouhou.game.lasertype import LaserType
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20 from pytouhou.game.itemtype import ItemType
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21 from pytouhou.game.player import Player
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8ec34c56fed0 Implement orbs.
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22 from pytouhou.game.orb import Orb
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23 from pytouhou.game.effect import Effect
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24 from pytouhou.game.text import Text, Counter, Gauge
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25 from pytouhou.game.background import Background
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26
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27 from pytouhou.vm.eclrunner import ECLMainRunner
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28
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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29
434
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30 class EoSDCommon(object):
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31 def __init__(self, resource_loader):
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32 self.etama = resource_loader.get_multi_anm(('etama3.anm', 'etama4.anm'))
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33 self.bullet_types = [BulletType(self.etama[0], 0, 11, 14, 15, 16, hitbox_size=2,
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34 type_id=0),
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35 BulletType(self.etama[0], 1, 12, 17, 18, 19, hitbox_size=3,
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36 type_id=1),
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37 BulletType(self.etama[0], 2, 12, 17, 18, 19, hitbox_size=2,
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38 type_id=2),
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39 BulletType(self.etama[0], 3, 12, 17, 18, 19, hitbox_size=3,
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40 type_id=3),
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41 BulletType(self.etama[0], 4, 12, 17, 18, 19, hitbox_size=2.5,
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42 type_id=4),
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43 BulletType(self.etama[0], 5, 12, 17, 18, 19, hitbox_size=2,
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44 type_id=5),
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45 BulletType(self.etama[0], 6, 13, 20, 20, 20, hitbox_size=8,
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46 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0),
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47 type_id=6),
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48 BulletType(self.etama[0], 7, 13, 20, 20, 20, hitbox_size=5.5,
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49 launch_anim_offsets=(1,)*28,
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50 type_id=7),
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51 BulletType(self.etama[0], 8, 13, 20, 20, 20, hitbox_size=4.5,
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52 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0),
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53 type_id=8),
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54 BulletType(self.etama[1], 0, 1, 2, 2, 2, hitbox_size=16,
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55 launch_anim_offsets=(0, 1, 2, 3, 4, 5, 6, 7, 8),
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56 type_id=9)]
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57
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58 self.laser_types = [LaserType(self.etama[0], 9),
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59 LaserType(self.etama[0], 10)]
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60
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61 self.item_types = [ItemType(self.etama[0], 0, 7), #Power
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62 ItemType(self.etama[0], 1, 8), #Point
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63 ItemType(self.etama[0], 2, 9), #Big power
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64 ItemType(self.etama[0], 3, 10), #Bomb
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65 ItemType(self.etama[0], 4, 11), #Full power
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66 ItemType(self.etama[0], 5, 12), #1up
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67 ItemType(self.etama[0], 6, 13)] #Star
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68
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69 self.enemy_face = [('face03a.anm', 'face03b.anm'),
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70 ('face05a.anm',),
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71 ('face06a.anm', 'face06b.anm'),
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72 ('face08a.anm', 'face08b.anm'),
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73 ('face09a.anm', 'face09b.anm'),
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74 ('face09b.anm', 'face10a.anm', 'face10b.anm'),
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75 ('face08a.anm', 'face12a.anm', 'face12b.anm', 'face12c.anm')]
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76
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77 self.characters = resource_loader.get_eosd_characters()
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78 self.interface = EoSDInterface(resource_loader)
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79
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80
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81
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82 class EoSDGame(Game):
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83 def __init__(self, resource_loader, player_states, stage, rank, difficulty,
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84 common, nb_bullets_max=640, width=384, height=448, prng=None,
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85 continues=0, hints=None):
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86
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87 self.etama = common.etama #XXX
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88 try:
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89 self.enm_anm = resource_loader.get_multi_anm(('stg%denm.anm' % stage,
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90 'stg%denm2.anm' % stage))
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91 except KeyError:
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92 self.enm_anm = resource_loader.get_anm('stg%denm.anm' % stage)
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93 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage)
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94 self.ecl_runners = [ECLMainRunner(main, ecl.subs, self) for main in ecl.mains]
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95
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96 self.spellcard_effect_anm = resource_loader.get_single_anm('eff0%d.anm' % stage)
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97
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98 player_face = player_states[0].character // 2
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99 self.msg = resource_loader.get_msg('msg%d.dat' % stage)
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100 msg_anm = [resource_loader.get_multi_anm(('face0%da.anm' % player_face,
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101 'face0%db.anm' % player_face,
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102 'face0%dc.anm' % player_face)),
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103 resource_loader.get_multi_anm(common.enemy_face[stage - 1])]
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104
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105 self.msg_anm = [[], []]
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106 for i, anms in enumerate(msg_anm):
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107 for anm in anms:
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108 for sprite in anm.sprites.values():
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109 self.msg_anm[i].append((anm, sprite))
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110
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111 players = [EoSDPlayer(state, self, resource_loader, common.characters[state.character]) for state in player_states]
196
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112
434
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113 common.interface.start_stage(self, stage)
300
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114
428
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115 # Load stage data
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116 self.std = resource_loader.get_stage('stage%d.std' % stage)
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117
430
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118 background_anm = resource_loader.get_single_anm('stg%dbg.anm' % stage)
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119 self.background = Background(self.std, background_anm)
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120
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121 self.resource_loader = resource_loader #XXX: currently used for texture preload in pytouhou.ui.gamerunner. Wipe it!
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122
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123 Game.__init__(self, players, stage, rank, difficulty,
434
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124 common.bullet_types, common.laser_types,
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125 common.item_types, nb_bullets_max, width, height, prng,
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126 common.interface, continues, hints)
300
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127
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128
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129
322
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130 class EoSDInterface(object):
434
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131 def __init__(self, resource_loader):
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132 self.game = None
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133 front = resource_loader.get_single_anm('front.anm')
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134 self.ascii_anm = resource_loader.get_single_anm('ascii.anm')
300
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135
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136 self.width = 640
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137 self.height = 480
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138 self.game_pos = (32, 16)
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139
303
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140 self.highscore = 1000000 #TODO: read score.dat
300
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141 self.items = ([Effect((0, 32 * i), 6, front) for i in range(15)] +
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142 [Effect((416 + 32 * i, 32 * j), 6, front) for i in range(7) for j in range(15)] +
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143 [Effect((32 + 32 * i, 0), 7, front) for i in range(12)] +
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144 [Effect((32 + 32 * i, 464), 8, front) for i in range(12)] +
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145 [Effect((0, 0), 5, front)] +
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146 [Effect((0, 0), i, front) for i in range(5) + range(9, 16)])
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147 for item in self.items:
304
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148 item.sprite.allow_dest_offset = True #XXX
300
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149
434
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150 self.level_start = []
387
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151
300
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152 self.labels = {
430
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153 'highscore': Text((500, 58), self.ascii_anm, front, text='0'),
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154 'score': Text((500, 82), self.ascii_anm, front, text='0'),
323
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155 'player': Counter((500, 122), front, front, script=16, value=0),
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156 'bombs': Counter((500, 146), front, front, script=17, value=0),
430
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157 'power': Text((500, 186), self.ascii_anm, front, text='0'),
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158 'graze': Text((500, 206), self.ascii_anm, front, text='0'),
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159 'points': Text((500, 226), self.ascii_anm, front, text='0'),
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160 'framerate': Text((512, 464), self.ascii_anm, front),
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161 'debug?': Text((0, 464), self.ascii_anm, front),
345
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162
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163 # Only when there is a boss.
430
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164 'boss_lives': Text((80, 16), self.ascii_anm),
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165 'timeout': Text((384, 16), self.ascii_anm),
300
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166 }
345
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167 self.labels['boss_lives'].set_color('yellow')
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168
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169 self.boss_items = [
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170 Effect((0, 0), 19, front), # Enemy
346
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171 Gauge((100, 24), front), # Gauge
347
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172 Gauge((100, 24), front), # Spellcard gauge
345
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173 ]
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174 for item in self.boss_items:
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175 item.sprite.allow_dest_offset = True #XXX
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176
346
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177
434
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178 def start_stage(self, game, stage):
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179 self.game = game
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180 if stage < 6:
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181 text = 'STAGE %d' % stage
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182 elif stage == 6:
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183 text = 'FINAL STAGE'
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184 elif stage == 7:
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185 text = 'EXTRA STAGE'
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186 self.level_start = [Text((16+384/2, 200), self.ascii_anm, text=text, align='center')] #TODO: find the exact location.
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187 self.level_start[0].set_timeout(240, effect='fadeout', duration=60, start=120)
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188 self.level_start[0].set_color('yellow')
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189 #TODO: use the system text for the stage name, and the song name.
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190
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191
346
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192 def set_boss_life(self):
356
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193 if not self.game.boss:
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194 return
349
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195 self.boss_items[1].maximum = self.game.boss._enemy.life or 1
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196 self.boss_items[2].maximum = self.game.boss._enemy.life or 1
347
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197
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198
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199 def set_spell_life(self):
348
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200 self.boss_items[2].set_value(self.game.boss._enemy.low_life_trigger if self.game.boss else 0)
300
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201
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202
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203 def update(self):
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204 for elem in self.items:
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diff changeset
205 elem.update()
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206
387
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207 for elem in self.level_start:
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diff changeset
208 elem.update()
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209 if elem.removed: #XXX
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diff changeset
210 self.level_start = []
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211
345
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212 player_state = self.game.players[0].state
300
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213
303
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diff changeset
214 self.highscore = max(self.highscore, player_state.effective_score)
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215 self.labels['highscore'].set_text('%09d' % self.highscore)
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diff changeset
216 self.labels['score'].set_text('%09d' % player_state.effective_score)
300
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217 self.labels['power'].set_text('%d' % player_state.power)
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218 self.labels['graze'].set_text('%d' % player_state.graze)
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219 self.labels['points'].set_text('%d' % player_state.points)
323
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diff changeset
220 self.labels['player'].set_value(player_state.lives)
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diff changeset
221 self.labels['bombs'].set_value(player_state.bombs)
196
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parents:
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222
350
b3049fb5c448 Fix remaining lives display issue
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diff changeset
223 if self.game.boss:
345
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224 boss = self.game.boss._enemy
346
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225
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226 life_gauge = self.boss_items[1]
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diff changeset
227 life_gauge.set_value(boss.life)
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diff changeset
228
347
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229 spell_gauge = self.boss_items[2]
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diff changeset
230 spell_gauge.sprite.color = (255, 192, 192)
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diff changeset
231 if boss.life < spell_gauge.value:
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diff changeset
232 spell_gauge.set_value(boss.life)
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diff changeset
233
345
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234 for item in self.boss_items:
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diff changeset
235 item.update()
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236
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diff changeset
237 self.labels['boss_lives'].set_text('%d' % boss.remaining_lives)
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238 self.labels['boss_lives'].changed = True
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239
351
a628b48a745f Fix timeout display issue (> 99 should be displayed as 99)
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240 timeout = min((boss.timeout - boss.frame) // 60, 99)
345
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diff changeset
241 timeout_label = self.labels['timeout']
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242 if timeout >= 20:
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243 timeout_label.set_color('blue')
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244 elif timeout >= 10:
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245 timeout_label.set_color('darkblue')
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246 else:
379
e0e284fcb288 Make a sound when an enemy is hit.
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247 if timeout >= 5:
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248 timeout_label.set_color('purple')
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249 else:
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250 timeout_label.set_color('red')
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diff changeset
251 if (boss.timeout - boss.frame) % 60 == 0 and boss.timeout != 0:
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diff changeset
252 self.game.sfx_player.play('timeout.wav', volume=1.)
345
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diff changeset
253 timeout_label.set_text('%02d' % (timeout if timeout >= 0 else 0))
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diff changeset
254 timeout_label.changed = True
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diff changeset
255
196
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
256
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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257
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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258 class EoSDPlayer(Player):
235
e59bd7979ddc Do a little cleanup, and fix PCB SHT usage.
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259 def __init__(self, state, game, resource_loader, character):
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260 self.sht = character[0]
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261 self.focused_sht = character[1]
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262 self.anm = resource_loader.get_single_anm('player0%d.anm' % (state.character // 2))
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
263
430
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diff changeset
264 Player.__init__(self, state, game, self.anm)
229
5afc75f71fed Add “SHT” support to EoSD, and do a little cleanup.
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diff changeset
265
430
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diff changeset
266 self.orbs = [Orb(self.anm, 128, self.state, None),
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diff changeset
267 Orb(self.anm, 129, self.state, None)]
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
268
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
269 self.orbs[0].offset_x = -24
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diff changeset
270 self.orbs[1].offset_x = 24
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diff changeset
271
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272 self.orb_dx_interpolator = None
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diff changeset
273 self.orb_dy_interpolator = None
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diff changeset
274
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
275
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
276 def start_focusing(self):
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diff changeset
277 self.orb_dx_interpolator = Interpolator((24,), self._game.frame,
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
278 (8,), self._game.frame + 8,
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diff changeset
279 lambda x: x ** 2)
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diff changeset
280 self.orb_dy_interpolator = Interpolator((0,), self._game.frame,
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
281 (-32,), self._game.frame + 8)
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diff changeset
282 self.state.focused = True
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diff changeset
283
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
284
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
285 def stop_focusing(self):
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diff changeset
286 self.orb_dx_interpolator = Interpolator((8,), self._game.frame,
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
287 (24,), self._game.frame + 8,
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
288 lambda x: x ** 2)
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diff changeset
289 self.orb_dy_interpolator = Interpolator((-32,), self._game.frame,
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
290 (0,), self._game.frame + 8)
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diff changeset
291 self.state.focused = False
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diff changeset
292
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
293
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
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diff changeset
294 @property
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
295 def objects(self):
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
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diff changeset
296 return [self] + (self.orbs if self.state.power >= 8 else [])
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
297
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
298
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
299 def update(self, keystate):
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diff changeset
300 Player.update(self, keystate)
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diff changeset
301
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
302 if self.death_time == 0 or self._game.frame - self.death_time > 60:
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
303 if self.orb_dx_interpolator:
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diff changeset
304 self.orb_dx_interpolator.update(self._game.frame)
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diff changeset
305 dx, = self.orb_dx_interpolator.values
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diff changeset
306 self.orbs[0].offset_x = -dx
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diff changeset
307 self.orbs[1].offset_x = dx
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diff changeset
308 if self.orb_dy_interpolator:
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
309 self.orb_dy_interpolator.update(self._game.frame)
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
310 dy, = self.orb_dy_interpolator.values
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diff changeset
311 self.orbs[0].offset_y = dy
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diff changeset
312 self.orbs[1].offset_y = dy
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diff changeset
313
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
314 for orb in self.orbs:
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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diff changeset
315 orb.update()