Mercurial > touhou
annotate pytouhou/game/player.py @ 187:46793ccfedca
Implement replays.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 26 Oct 2011 17:54:03 -0700 |
parents | 54eb6b254b7b |
children | dbe6b7b2d3fc |
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 |
130 | 16 from pytouhou.game.sprite import Sprite |
17 from pytouhou.vm.anmrunner import ANMRunner | |
18 | |
19 | |
20 SQ2 = 2. ** 0.5 / 2. | |
21 | |
22 | |
23 class PlayerState(object): | |
24 def __init__(self, character=0, score=0, power=0, lives=0, bombs=0): | |
25 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... | |
26 | |
27 self.score = score | |
28 self.lives = lives | |
29 self.bombs = bombs | |
30 self.power = power | |
31 | |
32 self.graze = 0 | |
33 self.points = 0 | |
34 | |
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35 self.x = 192.0 |
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36 self.y = 384.0 |
130 | 37 |
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38 self.invulnerable_time = 60 |
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39 self.touchable = True |
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40 |
130 | 41 |
42 class Player(object): | |
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43 def __init__(self, state, character, game): |
130 | 44 self._sprite = None |
45 self._anmrunner = None | |
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46 self._game = game |
130 | 47 |
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48 self.hitbox_half_size = character.hitbox_size / 2. |
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49 self.graze_hitbox_half_size = character.graze_hitbox_size / 2. |
142
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50 |
130 | 51 self.state = state |
52 self.character = character | |
53 self.anm_wrapper = character.anm_wrapper | |
54 self.direction = None | |
55 | |
56 self.set_anim(0) | |
57 | |
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58 self.death_time = 0 |
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59 |
130 | 60 |
61 @property | |
62 def x(self): | |
63 return self.state.x | |
64 | |
65 | |
66 @property | |
67 def y(self): | |
68 return self.state.y | |
69 | |
70 | |
71 def set_anim(self, index): | |
72 self._sprite = Sprite() | |
73 self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite) | |
74 self._anmrunner.run_frame() | |
75 | |
76 | |
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77 def collide(self): |
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78 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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79 self.death_time = self._game.frame |
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80 self._game.new_death((self.state.x, self.state.y), 2) |
152
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81 |
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82 |
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83 def collect(self, item): |
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84 #TODO |
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85 self.state.score += item._item_type.score |
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86 item._removed = True |
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87 |
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88 |
130 | 89 def update(self, keystate): |
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90 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
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91 try: |
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92 dx, dy = {16: (0.0, -1.0), 32: (0.0, 1.0), 64: (-1.0, 0.0), 128: (1.0, 0.0), |
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93 16|64: (-SQ2, -SQ2), 16|128: (SQ2, -SQ2), |
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94 32|64: (-SQ2, SQ2), 32|128: (SQ2, SQ2)}[keystate & (16|32|64|128)] |
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95 except KeyError: |
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96 speed = 0.0 |
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97 dx, dy = 0.0, 0.0 |
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98 else: |
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99 speed = self.character.focused_speed if keystate & 4 else self.character.speed |
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100 dx, dy = dx * speed, dy * speed |
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101 |
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102 if dx < 0 and self.direction != -1: |
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103 self.set_anim(1) |
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104 self.direction = -1 |
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105 elif dx > 0 and self.direction != +1: |
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106 self.set_anim(3) |
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107 self.direction = +1 |
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108 elif dx == 0 and self.direction is not None: |
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109 self.set_anim({-1: 2, +1: 4}[self.direction]) |
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110 self.direction = None |
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111 |
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112 self.state.x += dx |
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113 self.state.y += dy |
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114 |
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115 if self.state.invulnerable_time > 0: |
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116 self.state.invulnerable_time -= 1 |
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117 |
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118 m = self.state.invulnerable_time % 8 |
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119 if m == 0: |
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120 self._sprite.color = (255, 255, 255) |
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121 self._sprite._changed = True |
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122 elif m == 2: |
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123 self._sprite.color = (64, 64, 64) |
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124 self._sprite._changed = True |
130 | 125 |
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126 if self.death_time: |
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127 time = self._game.frame - self.death_time |
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128 if time == 6: # too late, you are dead :( |
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129 self.state.touchable = False |
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130 self.state.lives -= 1 |
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131 if self.state.power > 16: |
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132 self.state.power -= 16 |
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133 else: |
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134 self.state.power = 0 |
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135 |
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136 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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137 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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138 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
172
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139 for i in range(5): |
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140 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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141 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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142 self._game.prng.rand_double() * 192 - 64)) |
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143 |
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144 for i in range(16): |
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145 self._game.new_particle((self.state.x, self.state.y), 0, 4., 256) #TODO: find the real size and range. |
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146 |
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147 elif time == 7: |
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148 self._sprite.mirrored = False |
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149 self._sprite.fade(24, 128, lambda x: x) |
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150 self._sprite.blendfunc = 1 |
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151 self._sprite.scale_in(24, 0., 2., lambda x: x) |
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152 |
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153 elif time == 31: |
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154 self.state.x = 192.0 |
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155 self.state.y = 384.0 |
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156 self.direction = None |
130 | 157 |
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158 self._sprite = Sprite() |
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159 self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite) |
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160 self._sprite.alpha = 128 |
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161 self._sprite.rescale = 0., 2. |
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162 self._sprite.fade(30, 255, lambda x: x) |
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163 self._sprite.blendfunc = 1 |
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164 self._sprite.scale_in(30, 1., 1., lambda x: x) |
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165 self._anmrunner.run_frame() |
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166 |
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167 elif time == 60: # respawned |
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168 self.state.touchable = True |
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169 self.state.invulnerable_time = 240 |
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170 self._sprite.blendfunc = 0 |
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171 |
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172 if time > 30: |
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173 for bullet in self._game.bullets: |
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174 bullet.cancel() |
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175 |
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parents:
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176 if time > 90: # start the bullet hell again |
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parents:
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177 self.death_time = 0 |
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178 |
130 | 179 |
180 self._anmrunner.run_frame() | |
181 |