annotate pytouhou/game/game.py @ 217:577f45454402

Change background during spellcards.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 17 Dec 2011 21:18:39 +0100
parents d07506a2e16e
children 0595315d3880
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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
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16 from pytouhou.utils.random import Random
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17
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18 from pytouhou.vm.eclrunner import ECLMainRunner
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19
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d141c851c598 Rename pytouhou.game.enemymanager to pytouhou.game.enemy
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20 from pytouhou.game.enemy import Enemy
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21 from pytouhou.game.item import Item
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22 from pytouhou.game.effect import Effect
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23 from pytouhou.game.effect import Particle
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24
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26
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27 class Game(object):
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28 def __init__(self, resource_loader, players, stage, rank, difficulty,
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29 bullet_types, item_types, prng=None, nb_bullets_max=None):
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30 self.resource_loader = resource_loader
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31
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32 self.nb_bullets_max = nb_bullets_max
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33 self.bullet_types = bullet_types
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34 self.item_types = item_types
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35
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36 self.players = players
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37 self.enemies = []
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38 self.effects = []
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39 self.bullets = []
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40 self.cancelled_bullets = []
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41 self.players_bullets = []
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42 self.items = []
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43
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44 self.stage = stage
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45 self.rank = rank
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46 self.difficulty = difficulty
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47 self.difficulty_counter = 0
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48 self.difficulty_min = 12 if rank == 0 else 10
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49 self.difficulty_max = 20 if rank == 0 else 32
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50 self.boss = None
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51 self.spellcard = None
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52 self.bonus_list = [0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0,
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53 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 2]
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54 self.prng = prng or Random()
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55 self.frame = 0
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56
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57 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage,
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58 'stg%denm2.anm' % stage))
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59 self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',))
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60 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage)
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61 self.ecl_runner = ECLMainRunner(ecl, self)
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62
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63 self.effect_anm_wrapper = resource_loader.get_anm_wrapper(('eff0%d.anm' % stage,))
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64 self.effect = None
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65
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66 # See 102h.exe@0x413220 if you think you're brave enough.
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67 self.deaths_count = self.prng.rand_uint16() % 3
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68 self.next_bonus = self.prng.rand_uint16() % 8
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70
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71 def modify_difficulty(self, diff):
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72 self.difficulty_counter += diff
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73 while self.difficulty_counter < 0:
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74 self.difficulty -= 1
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75 self.difficulty_counter += 100
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76 while self.difficulty_counter >= 100:
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77 self.difficulty += 1
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78 self.difficulty_counter -= 100
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79 if self.difficulty < self.difficulty_min:
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80 self.difficulty = self.difficulty_min
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81 elif self.difficulty > self.difficulty_max:
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82 self.difficulty = self.difficulty_max
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83
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84
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85 def enable_effect(self):
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86 self.effect = Effect((0, 0), 0, self.effect_anm_wrapper)
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88
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89 def disable_effect(self):
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90 self.effect = None
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91
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92
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93 def drop_bonus(self, x, y, _type, end_pos=None):
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94 player = self.players[0] #TODO
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95 if _type > 6:
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96 return
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97 item_type = self.item_types[_type]
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98 item = Item((x, y), _type, item_type, self, end_pos=end_pos)
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99 self.items.append(item)
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100
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101
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102 def autocollect(self, player):
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103 for item in self.items:
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104 if not item.player:
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105 item.autocollect(player)
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106
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107
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108 def change_bullets_into_star_items(self):
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109 player = self.players[0] #TODO
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110 item_type = self.item_types[6]
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111 self.items.extend(Item((bullet.x, bullet.y), 6, item_type, self, player=player) for bullet in self.bullets)
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112 self.bullets = []
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113
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114
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115 def new_death(self, pos, index):
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116 anim = {0: 3, 1: 4, 2: 5}[index % 256] # The TB is wanted, if index isn’t in these values the original game crashs.
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117 self.effects.append(Effect(pos, anim, self.etama4))
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118
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119
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120 def new_particle(self, pos, color, size, amp):
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121 self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, amp, self))
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122
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123
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124 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score):
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125 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self)
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126 self.enemies.append(enemy)
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127 return enemy
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128
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parents: 83
diff changeset
129
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parents: 83
diff changeset
130 def run_iter(self, keystate):
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diff changeset
131 # 1. VMs.
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diff changeset
132 self.ecl_runner.run_iter()
198
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parents: 197
diff changeset
133 if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame.
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parents: 197
diff changeset
134 self.modify_difficulty(+100)
97
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parents: 83
diff changeset
135
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parents: 83
diff changeset
136 # 2. Filter out destroyed enemies
123
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diff changeset
137 self.enemies = [enemy for enemy in self.enemies if not enemy._removed]
166
dcf32488a2c9 Better enemy death, with animation and (hopefully) correct flags handling.
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parents: 165
diff changeset
138 self.effects = [enemy for enemy in self.effects if not enemy._removed]
152
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parents: 151
diff changeset
139 self.bullets = [bullet for bullet in self.bullets if not bullet._removed]
161
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parents: 159
diff changeset
140 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed]
152
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parents: 151
diff changeset
141 self.items = [item for item in self.items if not item._removed]
83
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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parents: 52
diff changeset
142
193
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parents: 192
diff changeset
143
97
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parents: 83
diff changeset
144 # 3. Let's play!
193
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parents: 192
diff changeset
145 # In the original game, updates are done in prioritized functions called "chains"
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parents: 192
diff changeset
146 # We have to mimic this functionnality to be replay-compatible with the official game.
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parents: 192
diff changeset
147
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parents: 192
diff changeset
148 # Pri 6 is background
217
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parents: 208
diff changeset
149 self.update_effect() #TODO: Pri unknown
193
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parents: 192
diff changeset
150 self.update_players(keystate) # Pri 7
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parents: 192
diff changeset
151 self.update_enemies() # Pri 9
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parents: 192
diff changeset
152 self.update_effects() # Pri 10
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parents: 192
diff changeset
153 self.update_bullets() # Pri 11
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parents: 192
diff changeset
154 # Pri 12 is HUD
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parents: 192
diff changeset
155
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parents: 192
diff changeset
156 # 4. Cleaning
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parents: 192
diff changeset
157 self.cleanup()
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parents: 192
diff changeset
158
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parents: 192
diff changeset
159 self.frame += 1
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parents: 192
diff changeset
160
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parents: 192
diff changeset
161
217
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parents: 208
diff changeset
162 def update_effect(self):
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parents: 208
diff changeset
163 if self.effect is not None:
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parents: 208
diff changeset
164 self.effect.update()
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parents: 208
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165
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parents: 208
diff changeset
166
193
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parents: 192
diff changeset
167 def update_enemies(self):
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parents: 192
diff changeset
168 for enemy in self.enemies:
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parents: 192
diff changeset
169 enemy.update()
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parents: 192
diff changeset
170
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parents: 192
diff changeset
171
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parents: 192
diff changeset
172 def update_players(self, keystate):
130
11ab06f4c4c6 Introduce characters!
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parents: 123
diff changeset
173 for player in self.players:
142
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parents: 134
diff changeset
174 player.update(keystate) #TODO: differentiate keystates (multiplayer mode)
130
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parents: 123
diff changeset
175 if player.state.x < 8.:
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parents: 123
diff changeset
176 player.state.x = 8.
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parents: 123
diff changeset
177 if player.state.x > 384.-8: #TODO
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parents: 123
diff changeset
178 player.state.x = 384.-8
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parents: 123
diff changeset
179 if player.state.y < 16.:
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parents: 123
diff changeset
180 player.state.y = 16.
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parents: 123
diff changeset
181 if player.state.y > 448.-16: #TODO
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parents: 123
diff changeset
182 player.state.y = 448.-16
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parents: 123
diff changeset
183
193
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parents: 192
diff changeset
184 for bullet in self.players_bullets:
97
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parents: 83
diff changeset
185 bullet.update()
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186
193
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parents: 192
diff changeset
187
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parents: 192
diff changeset
188 def update_effects(self):
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parents: 192
diff changeset
189 for effect in self.effects:
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parents: 192
diff changeset
190 effect.update()
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parents: 192
diff changeset
191
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parents: 192
diff changeset
192
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parents: 192
diff changeset
193 def update_bullets(self):
161
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parents: 159
diff changeset
194 for bullet in self.cancelled_bullets:
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parents: 159
diff changeset
195 bullet.update()
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parents: 159
diff changeset
196
193
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parents: 192
diff changeset
197 for bullet in self.bullets:
164
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parents: 161
diff changeset
198 bullet.update()
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parents: 161
diff changeset
199
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 150
diff changeset
200 for item in self.items:
150
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parents: 143
diff changeset
201 item.update()
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parents: 143
diff changeset
202
142
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parents: 134
diff changeset
203 for player in self.players:
172
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parents: 171
diff changeset
204 if not player.state.touchable:
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parents: 171
diff changeset
205 continue
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parents: 171
diff changeset
206
142
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parents: 134
diff changeset
207 px, py = player.x, player.y
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parents: 134
diff changeset
208 phalf_size = player.hitbox_half_size
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parents: 134
diff changeset
209 px1, px2 = px - phalf_size, px + phalf_size
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parents: 134
diff changeset
210 py1, py2 = py - phalf_size, py + phalf_size
152
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parents: 151
diff changeset
211
176
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parents: 173
diff changeset
212 ghalf_size = player.graze_hitbox_half_size
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parents: 173
diff changeset
213 gx1, gx2 = px - ghalf_size, px + ghalf_size
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parents: 173
diff changeset
214 gy1, gy2 = py - ghalf_size, py + ghalf_size
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parents: 173
diff changeset
215
151
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parents: 150
diff changeset
216 for bullet in self.bullets:
142
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parents: 134
diff changeset
217 half_size = bullet.hitbox_half_size
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parents: 134
diff changeset
218 bx, by = bullet.x, bullet.y
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parents: 134
diff changeset
219 bx1, bx2 = bx - half_size, bx + half_size
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parents: 134
diff changeset
220 by1, by2 = by - half_size, by + half_size
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parents: 134
diff changeset
221
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parents: 134
diff changeset
222 if not (bx2 < px1 or bx1 > px2
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parents: 134
diff changeset
223 or by2 < py1 or by1 > py2):
156
ebfd328e700c Rename a few functions, move a few things around...
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parents: 154
diff changeset
224 bullet.collide()
172
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parents: 171
diff changeset
225 if player.state.invulnerable_time == 0:
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parents: 171
diff changeset
226 player.collide()
152
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parents: 151
diff changeset
227
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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parents: 180
diff changeset
228 elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2
176
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parents: 173
diff changeset
229 or by2 < gy1 or by1 > gy2):
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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parents: 180
diff changeset
230 bullet.grazed = True
184
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parents: 181
diff changeset
231 player.state.graze += 1
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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parents: 180
diff changeset
232 player.state.score += 500 # found experimentally
198
13918723d1bc Modify difficulty when it has to.
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parents: 197
diff changeset
233 self.modify_difficulty(+6)
193
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parents: 192
diff changeset
234 self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range.
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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parents: 180
diff changeset
235 #TODO: display a static particle during one frame at
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parents: 180
diff changeset
236 # 12 pixels of the player, in the axis of the “collision”.
176
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parents: 173
diff changeset
237
208
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parents: 203
diff changeset
238 #TODO: is it the right place?
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parents: 203
diff changeset
239 if py < 128 and player.state.power >= 128: #TODO: check py.
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parents: 203
diff changeset
240 self.autocollect(player)
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parents: 203
diff changeset
241
152
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parents: 151
diff changeset
242 for item in self.items:
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parents: 151
diff changeset
243 half_size = item.hitbox_half_size
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parents: 151
diff changeset
244 bx, by = item.x, item.y
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parents: 151
diff changeset
245 bx1, bx2 = bx - half_size, bx + half_size
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parents: 151
diff changeset
246 by1, by2 = by - half_size, by + half_size
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parents: 151
diff changeset
247
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parents: 151
diff changeset
248 if not (bx2 < px1 or bx1 > px2
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parents: 151
diff changeset
249 or by2 < py1 or by1 > py2):
197
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parents: 196
diff changeset
250 item.on_collect(player.state)
150
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parents: 143
diff changeset
251
97
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parents: 83
diff changeset
252
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parents: 83
diff changeset
253 def cleanup(self):
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parents: 83
diff changeset
254 # Filter out non-visible enemies
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parents: 83
diff changeset
255 for enemy in tuple(self.enemies):
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parents: 83
diff changeset
256 if enemy.is_visible(384, 448): #TODO
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parents: 83
diff changeset
257 enemy._was_visible = True
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parents: 83
diff changeset
258 elif enemy._was_visible:
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parents: 83
diff changeset
259 # Filter out-of-screen enemy
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260 enemy._removed = True
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261 self.enemies.remove(enemy)
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262
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263 # Filter out-of-scren bullets
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264 # TODO: was_visible thing
151
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265 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)]
161
7e7368356445 Add bullet cancel anim support
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266 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)]
164
5271789c067d Implement player bullets rendering and updating.
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267 self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)]
97
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268
165
c8c60291c56f Implement item dropping by enemies.
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269 # Filter out-of-scren items
198
13918723d1bc Modify difficulty when it has to.
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270 items = []
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271 for item in self.items:
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272 if item.y < 448:
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273 items.append(item)
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274 else:
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275 self.modify_difficulty(-3)
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276 self.items = items
165
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277
97
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278 # Disable boss mode if it is dead/it has timeout
151
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279 if self.boss and self.boss._removed:
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280 self.boss = None
97
ac2e5e1c2c3c Refactor \o/
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281