Mercurial > touhou
annotate pytouhou/games/eosd.py @ 234:3cbfa2c11dec
Fix instructions 69 and 71.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 31 Dec 2011 03:08:01 +0100 |
parents | 067f6d9c562b |
children | e59bd7979ddc |
rev | line source |
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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 |
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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.itemtype import ItemType |
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20 from pytouhou.game.player import Player |
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21 from pytouhou.game.bullet import Bullet |
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22 from pytouhou.game.orb import Orb |
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23 |
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24 from math import pi |
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25 |
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26 |
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27 SQ2 = 2. ** 0.5 / 2. |
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28 |
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29 |
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30 class EoSDGame(Game): |
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31 def __init__(self, resource_loader, player_states, stage, rank, difficulty, **kwargs): |
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32 etama3 = resource_loader.get_anm_wrapper(('etama3.anm',)) |
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33 etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
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34 bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4), |
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35 BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6), |
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36 BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4), |
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37 BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6), |
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38 BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5), |
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39 BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4), |
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40 BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16), |
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41 BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11), |
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42 BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9), |
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43 BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)] |
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44 #TODO: hitbox |
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45 item_types = [ItemType(etama3, 0, 7), #Power |
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46 ItemType(etama3, 1, 8), #Point |
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47 ItemType(etama3, 2, 9), #Big power |
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48 ItemType(etama3, 3, 10), #Bomb |
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49 ItemType(etama3, 4, 11), #Full power |
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50 ItemType(etama3, 5, 12), #1up |
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51 ItemType(etama3, 6, 13)] #Star |
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52 |
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53 characters = resource_loader.get_eosd_characters('102h.exe') |
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54 |
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55 players = [] |
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56 for player in player_states: |
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57 players.append(EoSDPlayer(player, self, resource_loader, sht=characters[player.character])) |
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58 |
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59 Game.__init__(self, resource_loader, players, stage, rank, difficulty, |
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60 bullet_types, item_types, nb_bullets_max=640, **kwargs) |
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61 |
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62 |
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63 |
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64 class EoSDPlayer(Player): |
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65 def __init__(self, state, game, resource_loader, speeds=None, hitbox_size=2.5, graze_hitbox_size=42., sht=None): |
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66 self.sht = sht |
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67 anm_wrapper = resource_loader.get_anm_wrapper(('player0%d.anm' % (state.character // 2),)) |
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68 self.anm_wrapper = anm_wrapper |
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69 |
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70 Player.__init__(self, state, game, anm_wrapper, |
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71 speeds=(self.sht.horizontal_vertical_speed, |
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72 self.sht.diagonal_speed, |
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73 self.sht.horizontal_vertical_focused_speed, |
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74 self.sht.diagonal_focused_speed)) |
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75 |
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76 self.orbs = [Orb(self.anm_wrapper, 128, self.state, None), |
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77 Orb(self.anm_wrapper, 129, self.state, None)] |
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78 |
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79 self.orbs[0].offset_x = -24 |
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80 self.orbs[1].offset_x = 24 |
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81 |
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82 self.orb_dx_interpolator = None |
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83 self.orb_dy_interpolator = None |
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84 |
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85 |
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86 def start_focusing(self): |
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87 self.orb_dx_interpolator = Interpolator((24,), self._game.frame, |
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88 (8,), self._game.frame + 8, |
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89 lambda x: x ** 2) |
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90 self.orb_dy_interpolator = Interpolator((0,), self._game.frame, |
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91 (-32,), self._game.frame + 8) |
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92 self.state.focused = True |
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93 |
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94 |
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95 def stop_focusing(self): |
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96 self.orb_dx_interpolator = Interpolator((8,), self._game.frame, |
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97 (24,), self._game.frame + 8, |
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98 lambda x: x ** 2) |
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99 self.orb_dy_interpolator = Interpolator((-32,), self._game.frame, |
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100 (0,), self._game.frame + 8) |
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101 self.state.focused = False |
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102 |
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103 |
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104 def objects(self): |
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105 return self.orbs if self.state.power >= 8 else [] |
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106 |
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107 |
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108 def update(self, keystate): |
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109 Player.update(self, keystate) |
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110 |
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111 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
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112 if self.orb_dx_interpolator: |
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113 self.orb_dx_interpolator.update(self._game.frame) |
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114 dx, = self.orb_dx_interpolator.values |
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115 self.orbs[0].offset_x = -dx |
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116 self.orbs[1].offset_x = dx |
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117 if self.orb_dy_interpolator: |
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118 self.orb_dy_interpolator.update(self._game.frame) |
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119 dy, = self.orb_dy_interpolator.values |
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120 self.orbs[0].offset_y = dy |
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121 self.orbs[1].offset_y = dy |
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122 |
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123 for orb in self.orbs: |
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124 orb.update() |
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125 |
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126 |
196
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127 def fire(self): |
229
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128 sht = self.sht |
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129 power = min(power for power in sht.shots if self.state.power < power) |
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130 |
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131 bullets = self._game.players_bullets |
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132 nb_bullets_max = self._game.nb_bullets_max |
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133 |
229
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134 for shot in sht.shots[power]: |
232
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135 if shot.type == 3: # TODO: Lasers aren't implemented yet |
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136 continue |
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137 |
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138 if self.fire_time % shot.interval != shot.delay: |
230
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139 continue |
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140 |
232
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141 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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142 break |
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143 |
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144 origin = self.orbs[shot.orb - 1] if shot.orb else self |
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145 x = origin.x + shot.pos[0] |
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146 y = origin.y + shot.pos[1] |
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147 |
232
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148 #TODO: find a better way to do that. |
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149 bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, |
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150 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
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151 0, 0, 0, 0.) |
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152 if shot.type == 2: |
233
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153 #TODO: triple-check acceleration! |
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154 bullets.append(Bullet((x, y), bullet_type, 0, |
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155 shot.angle, shot.speed, |
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156 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), |
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157 16, self, self._game, player_bullet=True, |
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158 damage=shot.damage, hitbox=shot.hitbox)) |
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159 #TODO: types 1 and 4 |
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160 else: |
229
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161 bullets.append(Bullet((x, y), bullet_type, 0, |
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162 shot.angle, shot.speed, |
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163 (0, 0, 0, 0, 0., 0., 0., 0.), |
230
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164 0, self, self._game, player_bullet=True, |
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165 damage=shot.damage, hitbox=shot.hitbox)) |
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166 |