annotate pytouhou/game/enemymanager.py @ 31:55973a3f1222

Some more optimization!
author Thibaut Girka <thib@sitedethib.com>
date Sat, 13 Aug 2011 00:02:11 +0200
parents afa91be769ae
children 47543594ff66
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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.type = _type
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19 self.frame = 0
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20 self.sprite = None
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22 self.death_sprite = None
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23 self.movement_dependant_sprites = None
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24 self.direction = None
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25 self.interpolator = None #TODO
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26 self.angle = 0.
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27 self.speed = 0.
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28 self.rotation_speed = 0.
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29 self.acceleration = 0.
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31 self.hitbox = (0, 0)
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33 self.ecl_runner.implementation.update({97: ('I', self.set_sprite),
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34 98: ('HHHHHH', self.set_multiple_sprites),
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35 45: ('ff', self.set_angle_speed),
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36 43: ('fff', self.set_pos),
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37 46: ('f', self.set_rotation_speed),
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38 47: ('f', self.set_speed),
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39 48: ('f', self.set_acceleration),
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40 51: ('If', self.target_player),
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41 57: ('Ifff', self.move_to),
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42 100: ('I', self.set_death_sprite),
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43 103: ('fff', self.set_hitbox)}) #TODO
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45
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46 def set_death_sprite(self, sprite_index):
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47 self.death_sprite = sprite_index % 256 #TODO
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49
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50 def set_hitbox(self, width, height, depth):
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51 self.hitbox = (width, height)
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53
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54 def set_sprite(self, sprite_index):
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55 self.anm, self.sprite = self.anm_wrapper.get_sprite(sprite_index)
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58 def set_multiple_sprites(self, default, end_left, end_right, left, right, unknown):
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59 self.movement_dependant_sprites = end_left, end_right, left, right, unknown
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60 self.anm, self.sprite = self.anm_wrapper.get_sprite(default)
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63 def set_angle_speed(self, angle, speed):
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64 self.angle, self.speed = angle, speed
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67 def set_pos(self, x, y, z):
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68 self.x, self.y = x, y
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69 self.interpolator = Interpolator((x, y))
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70 self.interpolator.set_interpolation_start(self.frame, (x, y))
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73 def set_rotation_speed(self, speed):
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74 self.rotation_speed = speed
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77 def set_speed(self, speed):
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78 self.speed = speed
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81 def set_acceleration(self, acceleration):
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82 self.acceleration = acceleration
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83
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84
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85 def target_player(self, unknown, speed):
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86 self.speed = speed #TODO: unknown
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87 player_x, player_y = 192., 400.#TODO
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88 self.angle = atan2(player_y - self.y, player_x - self.x)
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89
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90
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91 def move_to(self, duration, x, y, z):
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92 self.interpolator.set_interpolation_end(self.frame + duration, (x, y))
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93
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94
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95 def is_visible(self, screen_width, screen_height):
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96 if not self.sprite:
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97 return False
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98
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99 tx, ty, tw, th = self.sprite.texcoords
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100 if self.sprite.corner_relative_placement:
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101 raise Exception #TODO
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102 else:
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103 max_x = tw / 2.
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104 max_y = th / 2.
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105 min_x = -max_x
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106 min_y = -max_y
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107
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108 if any((min_x >= screen_width - self.x,
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109 max_x <= -self.x,
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110 min_y >= screen_height - self.y,
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111 max_y <= -self.y)):
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112 return False
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113 return True
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114
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115
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116 def update(self, frame):
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117 #TODO
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118 #if not self.script:
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119 # return True
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120 #if self.script[0][0] == self.frame:
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121 # for instr_type, rank_mask, param_mask, args in self.script.pop(0)[1]:
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122 # if instr_type == 1: # delete
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123 # return False
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124 self.ecl_runner.update()
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125
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126 x, y = self.x, self.y
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127 if self.interpolator:
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128 self.interpolator.update(self.frame)
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129 x, y = self.interpolator.values
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130
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131 self.speed += self.acceleration #TODO: units? Execution order?
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132 self.angle += self.rotation_speed #TODO: units? Execution order?
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133
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134 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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135 if self.type & 2:
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136 x -= dx
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137 else:
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138 x += dx
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139 y += dy
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140
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141 if self.movement_dependant_sprites:
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142 #TODO: is that really how it works?
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143 if x < self.x:
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144 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[2])
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145 self.direction = -1
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146 elif x > self.x:
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147 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[3])
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148 self.direction = +1
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149 #TODO: end_animation
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150 elif self.direction is not None:
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151 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]])
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152 self.direction = None
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153
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154 self.x, self.y = x, y
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155 if self.sprite:
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156 if self.sprite.update() and self.is_visible(384, 448): #TODO: screen size
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157 self.sprite.update_uvs_vertices()
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158
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159 self.frame += 1
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160 return True
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161
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162
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163
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164 class EnemyManager(object):
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165 def __init__(self, stage, anm_wrapper, ecl):
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166 self.stage = stage
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167 self.anm_wrapper = anm_wrapper
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168 self.main = []
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169 self.ecl = ecl
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170 self.objects_by_texture = {}
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171 self.enemies = []
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172
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173 # Populate main
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174 for frame, sub, instr_type, args in ecl.main:
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175 if not self.main or self.main[-1][0] < frame:
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176 self.main.append((frame, [(sub, instr_type, args)]))
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177 elif self.main[-1][0] == frame:
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178 self.main[-1][1].append((sub, instr_type, args))
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179
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180
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181 def update(self, frame):
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182 if self.main and self.main[0][0] == frame:
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183 for sub, instr_type, args in self.main.pop(0)[1]:
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184 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy
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185 x, y, z, life, unknown1, unknown2, unknown3 = args
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186 ecl_runner = ECLRunner(self.ecl, sub)
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187 enemy = Enemy((x, y), life, instr_type, ecl_runner, self.anm_wrapper)
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188
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189 def _enemy_deleter(unknown): #TOOD: unknown
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190 self.enemies.remove(enemy)
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191
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192 ecl_runner.implementation[1] = ('I', _enemy_deleter)
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193
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194 self.enemies.append(enemy)
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195
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196 # Update enemies
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197 for enemy in tuple(self.enemies):
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198 if not enemy.update(frame):
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199 self.enemies.remove(enemy)
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200 continue
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201
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202 # Add enemies to vertices/uvs
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203 self.objects_by_texture = {}
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204 for enemy in self.enemies:
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205 ox, oy = enemy.x, enemy.y
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206 if enemy.is_visible(384, 448): #TODO
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207 key = enemy.anm.first_name, enemy.anm.secondary_name
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208 if not key in self.objects_by_texture:
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209 self.objects_by_texture[key] = (0, [], [])
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210 vertices = tuple((x + ox, y + oy, z) for x, y, z in enemy.sprite._vertices)
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211 self.objects_by_texture[key][2].extend(enemy.sprite._uvs)
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212 self.objects_by_texture[key][1].extend(vertices)
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213 for key, (nb_vertices, vertices, uvs) in self.objects_by_texture.items():
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214 nb_vertices = len(vertices)
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215 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
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216 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs))
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217 self.objects_by_texture[key] = (nb_vertices, vertices, uvs)
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218