annotate pytouhou/game/enemymanager.py @ 39:493b503c81e0

Fix PRNG and add some methods to perform like EoSD
author Thibaut Girka <thib@sitedethib.com>
date Mon, 15 Aug 2011 00:38:19 +0200
parents a10e3f44a883
children ce662b372ee0
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1 from itertools import chain
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2 from io import BytesIO
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3 import os
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4 from struct import unpack, pack
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5 from pytouhou.utils.interpolator import Interpolator
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6 from pytouhou.game.eclrunner import ECLRunner
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7 from pytouhou.game.sprite import Sprite
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8 from math import cos, sin, atan2
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11 class Enemy(object):
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12 def __init__(self, pos, life, _type, ecl_runner, anm_wrapper):
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13 self.anm_wrapper = anm_wrapper
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14 self.anm = None
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15 self.ecl_runner = ecl_runner
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16 self.x, self.y = pos
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17 self.life = life
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18 self.max_life = life
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19 self.type = _type
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20 self.frame = 0
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21 self.sprite = None
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22 self.pending_bullets = []
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23 self.bullet_attributes = []
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24 self.bullet_launch_offset = (0, 0)
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26 self.death_sprite = None
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27 self.movement_dependant_sprites = None
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28 self.direction = None
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29 self.interpolator = None #TODO
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30 self.angle = 0.
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31 self.speed = 0.
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32 self.rotation_speed = 0.
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33 self.acceleration = 0.
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35 self.hitbox = (0, 0)
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37 self.ecl_runner.implementation.update({#67: ('HHIIffffI', self.set_bullet_attributes),
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38 97: ('I', self.set_sprite),
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39 98: ('HHHHHH', self.set_multiple_sprites),
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40 45: ('ff', self.set_angle_speed),
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41 43: ('fff', self.set_pos),
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42 46: ('f', self.set_rotation_speed),
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43 47: ('f', self.set_speed),
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44 48: ('f', self.set_acceleration),
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45 51: ('If', self.target_player),
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46 57: ('Ifff', self.move_to),
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47 100: ('I', self.set_death_sprite),
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48 103: ('fff', self.set_hitbox)}) #TODO
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52 def set_death_sprite(self, sprite_index):
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53 self.death_sprite = sprite_index % 256 #TODO
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56 def set_hitbox(self, width, height, depth):
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57 self.hitbox = (width, height)
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59
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60 def set_sprite(self, sprite_index):
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61 self.anm, self.sprite = self.anm_wrapper.get_sprite(sprite_index)
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64 def set_multiple_sprites(self, default, end_left, end_right, left, right, unknown):
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65 self.movement_dependant_sprites = end_left, end_right, left, right, unknown
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66 self.anm, self.sprite = self.anm_wrapper.get_sprite(default)
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69 def set_angle_speed(self, angle, speed):
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70 self.angle, self.speed = angle, speed
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73 def set_pos(self, x, y, z):
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74 self.x, self.y = x, y
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75 self.interpolator = Interpolator((x, y))
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76 self.interpolator.set_interpolation_start(self.frame, (x, y))
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79 def set_rotation_speed(self, speed):
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80 self.rotation_speed = speed
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82
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83 def set_speed(self, speed):
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84 self.speed = speed
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86
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87 def set_acceleration(self, acceleration):
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88 self.acceleration = acceleration
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89
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90
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91 def target_player(self, unknown, speed):
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92 self.speed = speed #TODO: unknown
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93 player_x, player_y = 192., 400.#TODO
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94 self.angle = atan2(player_y - self.y, player_x - self.x)
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95
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96
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97 def move_to(self, duration, x, y, z):
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98 self.interpolator.set_interpolation_end(self.frame + duration, (x, y))
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99
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100
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101 def is_visible(self, screen_width, screen_height):
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102 if not self.sprite:
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103 return False
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104
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105 tx, ty, tw, th = self.sprite.texcoords
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106 if self.sprite.corner_relative_placement:
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107 raise Exception #TODO
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108 else:
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109 max_x = tw / 2.
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110 max_y = th / 2.
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111 min_x = -max_x
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112 min_y = -max_y
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113
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114 if any((min_x >= screen_width - self.x,
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115 max_x <= -self.x,
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116 min_y >= screen_height - self.y,
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117 max_y <= -self.y)):
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118 return False
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119 return True
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120
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121
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122 def get_objects_by_texture(self):
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123 objects_by_texture = {}
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124 key = self.anm.first_name, self.anm.secondary_name
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125 if not key in objects_by_texture:
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126 objects_by_texture[key] = (0, [], [], [])
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127 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self.sprite._vertices)
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128 objects_by_texture[key][1].extend(vertices)
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129 objects_by_texture[key][2].extend(self.sprite._uvs)
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130 objects_by_texture[key][3].extend(self.sprite._colors)
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131 #TODO: effects/bullet launch
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132 return objects_by_texture
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133
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134
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135 def update(self, frame):
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136 self.ecl_runner.update()
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137
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138 x, y = self.x, self.y
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139 if self.interpolator:
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140 self.interpolator.update(self.frame)
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141 x, y = self.interpolator.values
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142
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143 self.speed += self.acceleration #TODO: units? Execution order?
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144 self.angle += self.rotation_speed #TODO: units? Execution order?
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145
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146 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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147 if self.type & 2:
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148 x -= dx
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149 else:
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150 x += dx
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151 y += dy
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152
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153 if self.movement_dependant_sprites:
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154 #TODO: is that really how it works?
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155 if x < self.x:
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156 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[2])
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157 self.direction = -1
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158 elif x > self.x:
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159 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[3])
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160 self.direction = +1
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161 elif self.direction is not None:
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162 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]])
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163 self.direction = None
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164
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165 self.x, self.y = x, y
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166 if self.sprite:
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167 changed = self.sprite.update()
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168 visible = self.is_visible(384, 448)
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169 if changed and visible:
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170 self.sprite.update_vertices_uvs_colors()
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171 elif not self.sprite.playing:
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172 visible = False
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173 self.sprite = None
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174 else:
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175 visible = False
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176
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177
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178 self.frame += 1
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179 return visible
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180
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181
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182
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183 class EnemyManager(object):
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184 def __init__(self, stage, anm_wrapper, ecl):
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185 self.stage = stage
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186 self.anm_wrapper = anm_wrapper
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187 self.main = []
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188 self.ecl = ecl
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189 self.objects_by_texture = {}
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190 self.enemies = []
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191
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192 # Populate main
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193 for frame, sub, instr_type, args in ecl.main:
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194 if not self.main or self.main[-1][0] < frame:
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195 self.main.append((frame, [(sub, instr_type, args)]))
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196 elif self.main[-1][0] == frame:
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197 self.main[-1][1].append((sub, instr_type, args))
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198
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199
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200 def make_enemy_deleter(self, enemy):
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201 def _enemy_deleter(unknown): #TODO: unknown
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202 self.enemies.remove(enemy)
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203 return _enemy_deleter
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204
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205
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206 def update(self, frame):
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207 if self.main and self.main[0][0] == frame:
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208 for sub, instr_type, args in self.main.pop(0)[1]:
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209 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy
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210 x, y, z, life, unknown1, unknown2, unknown3 = args
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211 ecl_runner = ECLRunner(self.ecl, sub)
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212 enemy = Enemy((x, y), life, instr_type, ecl_runner, self.anm_wrapper)
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213 ecl_runner.implementation[1] = ('I', self.make_enemy_deleter(enemy))
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214
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215 self.enemies.append(enemy)
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216
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217 # Update enemies
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218 visible_enemies = [enemy for enemy in self.enemies if enemy.update(frame)]
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219
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220 # Add enemies to vertices/uvs
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221 self.objects_by_texture = {}
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222 for enemy in visible_enemies:
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223 if enemy.is_visible(384, 448): #TODO
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224 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items():
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225 if not key in self.objects_by_texture:
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226 self.objects_by_texture[key] = (0, [], [], [])
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227 self.objects_by_texture[key][1].extend(vertices)
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228 self.objects_by_texture[key][2].extend(uvs)
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229 self.objects_by_texture[key][3].extend(colors)
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230 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items():
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231 nb_vertices = len(vertices)
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232 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
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233 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs))
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234 colors = pack('B' * (4 * nb_vertices), *chain(*colors))
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235 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
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236