Mercurial > touhou
annotate pytouhou/game/enemymanager.py @ 59:4fe37a620b22
Handle set_random_angle properly! At last!
author | Thibaut Girka <thib@sitedethib.com> |
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date | Wed, 24 Aug 2011 01:34:11 +0200 |
parents | 694f25881d0f |
children | 1f591adcea04 |
rev | line source |
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52
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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 |
18
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16 from itertools import chain |
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17 from io import BytesIO |
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18 import os |
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19 from struct import unpack, pack |
20
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20 from pytouhou.utils.interpolator import Interpolator |
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21 from pytouhou.game.eclrunner import ECLRunner |
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22 from pytouhou.game.sprite import Sprite |
20
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23 from math import cos, sin, atan2 |
18
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24 |
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25 |
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26 class Enemy(object): |
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27 def __init__(self, pos, life, _type, anm_wrapper): |
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28 self._anm_wrapper = anm_wrapper |
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29 self._anm = None |
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30 self._sprite = None |
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31 self._removed = False |
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32 self._type = _type |
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33 self._was_visible = False |
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34 |
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35 self.frame = 0 |
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36 |
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37 self.x, self.y = pos |
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38 self.life = life |
36 | 39 self.max_life = life |
40 self.pending_bullets = [] | |
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41 self.bullet_attributes = None |
36 | 42 self.bullet_launch_offset = (0, 0) |
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43 self.vulnerable = True |
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44 self.death_callback = None |
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45 self.low_life_callback = None |
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46 self.low_life_trigger = None |
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47 self.timeout = None |
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48 self.remaining_lives = -1 |
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49 |
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50 self.bullet_launch_interval = 0 |
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51 self.delay_attack = False |
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52 |
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53 self.death_anim = None |
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54 self.movement_dependant_sprites = None |
22 | 55 self.direction = None |
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56 self.interpolator = None #TODO |
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57 self.speed_interpolator = None |
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58 self.angle = 0. |
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59 self.speed = 0. |
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60 self.rotation_speed = 0. |
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61 self.acceleration = 0. |
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62 |
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63 self.hitbox = (0, 0) |
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64 self.screen_box = None |
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65 |
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66 |
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67 def set_bullet_attributes(self, type_, bullet_anim, launch_anim, |
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68 bullets_per_shot, number_of_shots, speed, unknown, |
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69 launch_angle, angle, flags): |
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70 self.bullet_attributes = (type_, bullet_anim, launch_anim, bullets_per_shot, |
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71 number_of_shots, speed, unknown, launch_angle, |
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72 angle, flags) |
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73 if not self.delay_attack: |
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74 self.fire() |
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75 |
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76 |
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77 def fire(self): |
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78 #TODO |
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79 pass |
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80 |
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81 |
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82 def select_player(self, players): |
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83 return players[0] #TODO |
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84 |
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85 |
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86 def get_player_angle(self, player): |
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87 return atan2(player.y - self.y, player.x - self.x) |
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88 |
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89 |
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90 def set_anim(self, index): |
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91 self._anm, self._sprite = self._anm_wrapper.get_sprite(index) |
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92 |
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93 |
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94 def set_pos(self, x, y, z): |
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95 self.x, self.y = x, y |
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96 self.interpolator = Interpolator((x, y)) |
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97 self.interpolator.set_interpolation_start(self.frame, (x, y)) |
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98 |
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99 |
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100 def move_to(self, duration, x, y, z): |
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101 if not self.interpolator: |
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102 self.interpolator = Interpolator((self.x, self.y)) |
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103 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y)) |
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104 self.interpolator.set_interpolation_end(self.frame + duration, (x, y)) |
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105 |
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106 |
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107 def stop_in(self, duration): |
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108 if not self.speed_interpolator: |
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109 self.speed_interpolator = Interpolator((self.speed,)) |
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110 self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,)) |
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111 self.speed_interpolator.set_interpolation_end(self.frame + duration, (0.,)) |
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112 |
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113 |
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114 def is_visible(self, screen_width, screen_height): |
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115 if not self._sprite: |
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116 return False |
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117 |
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118 tx, ty, tw, th = self._sprite.texcoords |
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119 if self._sprite.corner_relative_placement: |
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120 raise Exception #TODO |
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121 else: |
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122 max_x = tw / 2. |
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123 max_y = th / 2. |
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124 min_x = -max_x |
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125 min_y = -max_y |
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126 |
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127 if any((min_x > screen_width - self.x, |
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128 max_x < -self.x, |
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129 min_y > screen_height - self.y, |
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130 max_y < -self.y)): |
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131 return False |
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132 return True |
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133 |
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134 |
36 | 135 def get_objects_by_texture(self): |
136 objects_by_texture = {} | |
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137 key = self._anm.first_name, self._anm.secondary_name |
36 | 138 if not key in objects_by_texture: |
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139 objects_by_texture[key] = (0, [], [], []) |
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140 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices) |
36 | 141 objects_by_texture[key][1].extend(vertices) |
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142 objects_by_texture[key][2].extend(self._sprite._uvs) |
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143 objects_by_texture[key][3].extend(self._sprite._colors) |
36 | 144 #TODO: effects/bullet launch |
145 return objects_by_texture | |
146 | |
147 | |
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148 def update(self, frame): |
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149 x, y = self.x, self.y |
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150 if self.interpolator: |
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151 self.interpolator.update(self.frame) |
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152 x, y = self.interpolator.values |
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153 |
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154 self.speed += self.acceleration #TODO: units? Execution order? |
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155 self.angle += self.rotation_speed #TODO: units? Execution order? |
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156 |
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157 |
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158 if self.speed_interpolator: |
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159 self.speed_interpolator.update(self.frame) |
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160 self.speed, = self.speed_interpolator.values |
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161 |
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162 |
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163 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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164 if self._type & 2: |
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165 x -= dx |
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166 else: |
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167 x += dx |
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168 y += dy |
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169 |
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170 if self.movement_dependant_sprites: |
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171 #TODO: is that really how it works? Almost. |
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172 # Sprite determination is done only once per changement, and is |
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173 # superseeded by ins_97. |
22 | 174 if x < self.x: |
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175 self.set_anim(self.movement_dependant_sprites[2]) |
22 | 176 self.direction = -1 |
177 elif x > self.x: | |
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178 self.set_anim(self.movement_dependant_sprites[3]) |
22 | 179 self.direction = +1 |
180 elif self.direction is not None: | |
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181 self.set_anim(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]]) |
22 | 182 self.direction = None |
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183 |
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184 |
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185 if self.screen_box: |
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186 xmin, ymin, xmax, ymax = self.screen_box |
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187 x = max(xmin, min(x, xmax)) |
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188 y = max(ymin, min(y, ymax)) |
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189 |
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190 |
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191 self.x, self.y = x, y |
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192 if self._sprite: |
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193 changed = self._sprite.update() |
32 | 194 visible = self.is_visible(384, 448) |
195 if changed and visible: | |
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196 self._sprite.update_vertices_uvs_colors() |
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197 elif not self._sprite.playing: |
34
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198 visible = False |
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199 self._sprite = None |
32 | 200 else: |
201 visible = False | |
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202 |
36 | 203 |
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204 self.frame += 1 |
32 | 205 return visible |
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206 |
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207 |
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208 |
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209 class EnemyManager(object): |
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210 def __init__(self, stage, anm_wrapper, ecl, game_state): |
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211 self._game_state = game_state |
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212 self.stage = stage |
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213 self.anm_wrapper = anm_wrapper |
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214 self.main = [] |
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215 self.ecl = ecl |
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216 self.objects_by_texture = {} |
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217 self.enemies = [] |
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218 self.processes = [] |
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219 |
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220 # Populate main |
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221 for frame, sub, instr_type, args in ecl.main: |
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222 if not self.main or self.main[-1][0] < frame: |
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223 self.main.append((frame, [(sub, instr_type, args)])) |
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224 elif self.main[-1][0] == frame: |
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225 self.main[-1][1].append((sub, instr_type, args)) |
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226 |
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227 |
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228 def update(self, frame): |
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229 if self.main and self.main[0][0] == frame: |
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230 for sub, instr_type, args in self.main.pop(0)[1]: |
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231 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy |
18
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232 x, y, z, life, unknown1, unknown2, unknown3 = args |
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233 if instr_type & 4: |
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234 if x < -990: #102h.exe@0x411820 |
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235 x = self._game_state.prng.rand_double() * 368 |
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236 if y < -990: #102h.exe@0x41184b |
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237 y = self._game_state.prng.rand_double() * 416 |
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238 if z < -990: #102h.exe@0x411881 |
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239 y = self._game_state.prng.rand_double() * 800 |
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240 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper) |
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241 self.enemies.append(enemy) |
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242 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state)) |
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243 |
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244 |
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245 # Run processes |
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246 self.processes[:] = (process for process in self.processes if process.run_iteration()) |
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247 |
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248 # Filter of destroyed enemies |
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249 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed) |
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250 |
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251 # Update enemies |
32 | 252 visible_enemies = [enemy for enemy in self.enemies if enemy.update(frame)] |
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253 for enemy in visible_enemies: |
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254 enemy._was_visible = True |
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255 |
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256 # Filter out-of-screen enemies |
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257 for enemy in tuple(self.enemies): |
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258 if enemy._was_visible and not enemy in visible_enemies: |
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259 enemy._removed = True |
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260 self.enemies.remove(enemy) |
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261 |
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262 |
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263 #TODO: disable boss mode if it is dead/it has timeout |
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264 if self._game_state.boss and self._game_state.boss._removed: |
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265 self._game_state.boss = None |
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266 |
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267 |
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268 # Add enemies to vertices/uvs |
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269 self.objects_by_texture = {} |
32 | 270 for enemy in visible_enemies: |
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271 if enemy.is_visible(384, 448): #TODO |
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272 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items(): |
36 | 273 if not key in self.objects_by_texture: |
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274 self.objects_by_texture[key] = (0, [], [], []) |
36 | 275 self.objects_by_texture[key][1].extend(vertices) |
276 self.objects_by_texture[key][2].extend(uvs) | |
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277 self.objects_by_texture[key][3].extend(colors) |
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278 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items(): |
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279 nb_vertices = len(vertices) |
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280 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) |
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281 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) |
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282 colors = pack('B' * (4 * nb_vertices), *chain(*colors)) |
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283 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors) |
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284 |