annotate pytouhou/game/bullet.pyx @ 502:3d3285918ba1

Disallow collection of items dropped by the other player in netplay, also fixes a longstanding bug where autocollection worked with those items.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 23 Oct 2013 18:24:08 +0200
parents 887de1309491
children db28538cd399
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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 from libc.math cimport cos, sin, atan2, M_PI as pi
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16
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17 from pytouhou.vm.anmrunner import ANMRunner
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18 from pytouhou.game.sprite cimport Sprite
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19
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20
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21 cdef class Bullet(Element):
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22 def __init__(self, pos, BulletType bullet_type, unsigned long sprite_idx_offset,
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23 double angle, double speed, attributes, unsigned long flags, target, Game game,
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24 long player=-1, unsigned long damage=0, tuple hitbox=None):
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25 cdef double launch_mult
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26
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27 Element.__init__(self, pos)
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28
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29 self._game = game
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30 self._bullet_type = bullet_type
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31 self.state = LAUNCHING
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32 self.was_visible = True
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33
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34 if hitbox is not None:
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35 self.hitbox[:] = [hitbox[0], hitbox[1]]
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36 else:
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37 self.hitbox[:] = [bullet_type.hitbox_size, bullet_type.hitbox_size]
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38
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39 self.speed_interpolator = None
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40 self.frame = 0
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41 self.grazed = False
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42
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43 self.target = target
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44
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45 self.sprite_idx_offset = sprite_idx_offset
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46
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47 self.flags = flags
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48 self.attributes = list(attributes)
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49
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50 self.angle = angle
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51 self.speed = speed
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52 self.dx, self.dy = cos(angle) * speed, sin(angle) * speed
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53
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54 self.player = player
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55 self.damage = damage
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56
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57 #TODO
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58 if flags & 14:
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59 if flags & 2:
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60 index = bullet_type.launch_anim2_index
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61 launch_mult = bullet_type.launch_anim_penalties[0]
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62 elif flags & 4:
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63 index = bullet_type.launch_anim4_index
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64 launch_mult = bullet_type.launch_anim_penalties[1]
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65 else:
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66 index = bullet_type.launch_anim8_index
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67 launch_mult = bullet_type.launch_anim_penalties[2]
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68 self.dx, self.dy = self.dx * launch_mult, self.dy * launch_mult
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69 self.sprite = Sprite()
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70 self.anmrunner = ANMRunner(bullet_type.anm,
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71 index, self.sprite,
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72 bullet_type.launch_anim_offsets[sprite_idx_offset])
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73 else:
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74 self.launch()
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75
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76 if self.player >= 0:
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77 self.sprite.angle = angle - pi
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78 else:
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79 self.sprite.angle = angle
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81
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82 cdef bint is_visible(self, unsigned int screen_width, unsigned int screen_height):
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83 cdef double tw, th
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85 tw, th = self.sprite.texcoords[2:]
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86 x, y = self.x, self.y
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87
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88 max_x = tw / 2
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89 max_y = th / 2
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91 if (max_x < x - screen_width
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92 or max_x < -x
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93 or max_y < y - screen_height
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94 or max_y < -y):
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95 return False
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96 return True
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97
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98
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99 cpdef set_anim(self, sprite_idx_offset=None):
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100 if sprite_idx_offset is not None:
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101 self.sprite_idx_offset = sprite_idx_offset
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102
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103 bt = self._bullet_type
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104 self.sprite = Sprite()
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105 if self.player >= 0:
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106 self.sprite.angle = self.angle - pi
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107 else:
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108 self.sprite.angle = self.angle
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109 self.anmrunner = ANMRunner(bt.anm, bt.anim_index,
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110 self.sprite, self.sprite_idx_offset)
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111
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112
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113 cdef void launch(self):
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114 self.state = LAUNCHED
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115 self.frame = 0
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116 self.set_anim()
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117 self.dx, self.dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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118
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119 if self.flags & 1:
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120 self.speed_interpolator = Interpolator((self.speed + 5.,), 0,
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121 (self.speed,), 16)
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124 cdef void collide(self):
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125 self.cancel()
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126 self._game.new_particle((self.x, self.y), 10, 256) #TODO: find the real size.
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127
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128
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129 cdef void cancel(self):
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130 # Cancel animation
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131 bt = self._bullet_type
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132 self.sprite = Sprite()
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133 if self.player >= 0:
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134 self.sprite.angle = self.angle - pi
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135 else:
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136 self.sprite.angle = self.angle
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137 self.anmrunner = ANMRunner(bt.anm, bt.cancel_anim_index,
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138 self.sprite, bt.launch_anim_offsets[self.sprite_idx_offset])
256
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139 self.dx, self.dy = self.dx / 2., self.dy / 2.
161
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140
335
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141 self.state = CANCELLED
161
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142
152
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143
468
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144 cdef void update(self):
442
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145 cdef int frame, count, game_width, game_height
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146 cdef double length, angle, speed, acceleration, angular_speed
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147
304
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148 if self.anmrunner is not None and not self.anmrunner.run_frame():
335
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149 if self.state == LAUNCHING:
256
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150 #TODO: check if it doesn't skip a frame
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151 self.launch()
335
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152 elif self.state == CANCELLED:
304
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153 self.removed = True
256
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154 else:
304
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155 self.anmrunner = None
122
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156
335
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157 if self.state == LAUNCHING:
256
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158 pass
335
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159 elif self.state == CANCELLED:
256
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160 pass
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161 elif self.flags & 1:
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diff changeset
162 # Initial speed burst
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163 #TODO: use frame instead of interpolator?
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164 if not self.speed_interpolator:
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165 self.flags &= ~1
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166 elif self.flags & 16:
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167 # Each frame, add a vector to the speed vector
86
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168 length, angle = self.attributes[4:6]
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169 angle = self.angle if angle < -900.0 else angle #TODO: is that right?
256
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170 self.dx += cos(angle) * length
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171 self.dy += sin(angle) * length
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172 self.speed = (self.dx ** 2 + self.dy ** 2) ** 0.5
304
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173 self.angle = self.sprite.angle = atan2(self.dy, self.dx)
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174 if self.sprite.automatic_orientation:
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175 self.sprite.changed = True
149
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parents: 145
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176 if self.frame == self.attributes[0]: #TODO: include last frame, or not?
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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177 self.flags &= ~16
86
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178 elif self.flags & 32:
256
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179 # Each frame, accelerate and rotate
86
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180 #TODO: check
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181 acceleration, angular_speed = self.attributes[4:6]
89
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182 self.speed += acceleration
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183 self.angle += angular_speed
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
184 self.dx = cos(self.angle) * self.speed
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185 self.dy = sin(self.angle) * self.speed
304
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186 self.sprite.angle = self.angle
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187 if self.sprite.automatic_orientation:
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188 self.sprite.changed = True
149
3673d55a8448 Fix bullet flags 16 and 32 handling
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diff changeset
189 if self.frame == self.attributes[0]:
256
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diff changeset
190 self.flags &= ~32
88
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191 elif self.flags & 448:
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diff changeset
192 #TODO: check
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193 frame, count = self.attributes[0:2]
89
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diff changeset
194 angle, speed = self.attributes[4:6]
122
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195 if self.frame % frame == 0:
442
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diff changeset
196 count -= 1
88
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diff changeset
197
124
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diff changeset
198 if self.frame != 0:
314
0f88ae611d37 Fix Sakuya's daggers in stage 6.
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diff changeset
199 self.speed = self.speed if speed < -900 else speed
88
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diff changeset
200
124
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parents: 123
diff changeset
201 if self.flags & 64:
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diff changeset
202 self.angle += angle
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parents: 123
diff changeset
203 elif self.flags & 128:
256
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diff changeset
204 self.angle = atan2(self.target.y - self.y,
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diff changeset
205 self.target.x - self.x) + angle
124
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diff changeset
206 elif self.flags & 256:
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diff changeset
207 self.angle = angle
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parents: 123
diff changeset
208
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
209 self.dx = cos(self.angle) * self.speed
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diff changeset
210 self.dy = sin(self.angle) * self.speed
304
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diff changeset
211 self.sprite.angle = self.angle
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diff changeset
212 if self.sprite.automatic_orientation:
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diff changeset
213 self.sprite.changed = True
122
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parents: 120
diff changeset
214
127
81e05aed8db5 Fix bullets
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parents: 124
diff changeset
215 if count >= 0:
124
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parents: 123
diff changeset
216 self.speed_interpolator = Interpolator((self.speed,), self.frame,
122
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diff changeset
217 (0.,), self.frame + frame - 1)
89
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diff changeset
218 else:
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diff changeset
219 self.flags &= ~448
88
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diff changeset
220
89
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parents: 88
diff changeset
221 self.attributes[1] = count
256
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diff changeset
222
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
223 # Common updates
86
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diff changeset
224
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diff changeset
225 if self.speed_interpolator:
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diff changeset
226 self.speed_interpolator.update(self.frame)
314
0f88ae611d37 Fix Sakuya's daggers in stage 6.
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parents: 304
diff changeset
227 speed, = self.speed_interpolator.values
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diff changeset
228 self.dx = cos(self.angle) * speed
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diff changeset
229 self.dy = sin(self.angle) * speed
86
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diff changeset
230
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
231 self.x += self.dx
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
232 self.y += self.dy
84
1a0c78e5a941 Oops O:)
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parents:
diff changeset
233
86
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234 self.frame += 1
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diff changeset
235
442
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diff changeset
236 game_width, game_height = self._game.width, self._game.height
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diff changeset
237
258
620134bc51f4 Move bullet visibility check to Bullet to improve performance and prepare handling of flags 1024 and 2048.
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parents: 257
diff changeset
238 # Filter out-of-screen bullets and handle special flags
620134bc51f4 Move bullet visibility check to Bullet to improve performance and prepare handling of flags 1024 and 2048.
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parents: 257
diff changeset
239 if self.flags & 448:
304
f3099ebf4f61 Update attribute names to reflect the actual interface.
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parents: 267
diff changeset
240 self.was_visible = False
442
6b4c3e250bd6 Type Bullet more, to improve performances.
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diff changeset
241 elif self.is_visible(game_width, game_height):
304
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diff changeset
242 self.was_visible = True
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parents: 267
diff changeset
243 elif self.was_visible:
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Thibaut Girka <thib@sitedethib.com>
parents: 267
diff changeset
244 self.removed = True
260
e22e0d73f614 Implement bullet flags 1024 and 2048 (bouncing bullet).
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parents: 258
diff changeset
245 if self.flags & (1024 | 2048) and self.attributes[0] > 0:
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parents: 258
diff changeset
246 # Bounce!
442
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diff changeset
247 if self.x < 0 or self.x > game_width:
260
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parents: 258
diff changeset
248 self.angle = pi - self.angle
304
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diff changeset
249 self.removed = False
442
6b4c3e250bd6 Type Bullet more, to improve performances.
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parents: 440
diff changeset
250 if self.y < 0 or ((self.flags & 1024) and self.y > game_height):
260
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parents: 258
diff changeset
251 self.angle = -self.angle
304
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diff changeset
252 self.removed = False
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diff changeset
253 self.sprite.angle = self.angle
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parents: 267
diff changeset
254 if self.sprite.automatic_orientation:
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diff changeset
255 self.sprite.changed = True
260
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parents: 258
diff changeset
256 self.dx = cos(self.angle) * self.speed
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parents: 258
diff changeset
257 self.dy = sin(self.angle) * self.speed
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parents: 258
diff changeset
258 self.attributes[0] -= 1