Mercurial > touhou
annotate pytouhou/game/player.pyx @ 467:5bb7d2c0ff46
Fix lasers sprite handling
author | Thibaut Girka <thib@sitedethib.com> |
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date | Thu, 12 Sep 2013 14:43:38 +0200 |
parents | 5f5955635d2c |
children | feecdb4a8928 |
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 from libc.math cimport M_PI as pi |
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16 |
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17 from pytouhou.game.sprite cimport Sprite |
130 | 18 from pytouhou.vm.anmrunner import ANMRunner |
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19 from pytouhou.game.bullettype import BulletType |
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20 from pytouhou.game.bullet cimport Bullet |
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21 from pytouhou.game.lasertype import LaserType |
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22 from pytouhou.game.laser import PlayerLaser |
130 | 23 |
24 | |
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25 class GameOver(Exception): |
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26 pass |
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27 |
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28 |
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29 cdef class PlayerState: |
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30 def __init__(self, long character=0, long score=0, long power=0, |
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31 long lives=2, long bombs=3, long continues=0): |
130 | 32 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... |
33 | |
34 self.score = score | |
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35 self.effective_score = score |
130 | 36 self.lives = lives |
37 self.bombs = bombs | |
38 self.power = power | |
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39 self.continues = continues |
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40 |
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41 self.continues_used = 0 |
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42 self.miss = 0 |
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43 self.bombs_used = 0 |
130 | 44 |
45 self.graze = 0 | |
46 self.points = 0 | |
47 | |
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48 self.x = 192.0 |
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49 self.y = 384.0 |
130 | 50 |
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51 self.invulnerable_time = 240 |
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52 self.touchable = True |
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53 self.focused = False |
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54 |
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55 self.power_bonus = 0 # Never goes over 30. |
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56 |
130 | 57 |
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58 cdef class Player(Element): |
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59 def __init__(self, PlayerState state, Game game, anm): |
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60 Element.__init__(self) |
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61 |
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62 self._game = game |
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63 self.anm = anm |
130 | 64 |
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65 self.speeds = (self.sht.horizontal_vertical_speed, |
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66 self.sht.diagonal_speed, |
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67 self.sht.horizontal_vertical_focused_speed, |
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68 self.sht.diagonal_focused_speed) |
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69 |
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70 self.fire_time = 0 |
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71 |
130 | 72 self.state = state |
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73 self.direction = 0 |
130 | 74 |
75 self.set_anim(0) | |
76 | |
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77 self.death_time = 0 |
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78 |
130 | 79 |
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80 cdef void set_anim(self, index): |
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81 self.sprite = Sprite() |
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82 self.anmrunner = ANMRunner(self.anm, index, self.sprite) |
130 | 83 |
84 | |
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85 cpdef play_sound(self, str name): |
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86 self._game.sfx_player.play('%s.wav' % name) |
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87 |
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88 |
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89 cpdef collide(self): |
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90 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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91 self.death_time = self._game.frame |
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92 self._game.new_effect((self.state.x, self.state.y), 17) |
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93 self._game.modify_difficulty(-1600) |
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94 self.play_sound('pldead00') |
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95 for i in xrange(16): |
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96 self._game.new_particle((self.state.x, self.state.y), 11, 256) #TODO: find the real size and range. |
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97 |
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98 |
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99 def start_focusing(self): |
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100 self.state.focused = True |
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101 |
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102 |
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103 def stop_focusing(self): |
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104 self.state.focused = False |
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105 |
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106 |
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107 cdef void fire(self): |
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108 cdef double x, y |
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109 cdef long shot_power |
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110 |
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111 sht = self.focused_sht if self.state.focused else self.sht |
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112 |
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113 # Don’t use min() since sht.shots could be an empty dict. |
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114 power = 999 |
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115 for shot_power in sht.shots: |
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116 if self.state.power < shot_power: |
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117 power = power if power < shot_power else shot_power |
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118 |
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119 bullets = self._game.players_bullets |
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120 lasers = self._game.players_lasers |
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121 nb_bullets_max = self._game.nb_bullets_max |
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122 |
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123 if self.fire_time % 5 == 0: |
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124 self.play_sound('plst00') |
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125 |
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126 for shot in sht.shots[power]: |
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127 origin = self.orbs[shot.orb - 1] if shot.orb else self.state |
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128 shot_type = <unsigned char>shot.type |
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129 |
445
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130 if shot_type == 3: |
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131 if self.fire_time != 30: |
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132 continue |
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133 |
445
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134 #TODO: number can do very surprising things, like removing any |
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135 # bullet creation from enemies with 3. For now, crash when not |
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136 # an actual laser number. |
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137 number = <long>shot.delay |
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138 if lasers[number] is not None: |
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139 continue |
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140 |
430
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141 laser_type = LaserType(self.anm, shot.sprite % 256, 68) |
294
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142 lasers[number] = PlayerLaser(laser_type, 0, shot.hitbox, shot.damage, shot.angle, shot.speed, shot.interval, origin) |
235
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143 continue |
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144 |
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145 if (self.fire_time + shot.delay) % shot.interval != 0: |
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146 continue |
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147 |
445
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148 if nb_bullets_max != 0 and len(bullets) == nb_bullets_max: |
235
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149 break |
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150 |
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151 x = origin.x + shot.pos[0] |
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152 y = origin.y + shot.pos[1] |
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153 |
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154 #TODO: find a better way to do that. |
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155 bullet_type = BulletType(self.anm, shot.sprite % 256, |
235
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156 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
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157 0, 0, 0, 0.) |
294
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158 #TODO: Type 1 (homing bullets) |
445
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159 if shot_type == 2: |
235
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160 #TODO: triple-check acceleration! |
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161 bullets.append(Bullet((x, y), bullet_type, 0, |
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162 shot.angle, shot.speed, |
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163 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), |
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164 16, self, self._game, player_bullet=True, |
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165 damage=shot.damage, hitbox=shot.hitbox)) |
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166 else: |
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167 bullets.append(Bullet((x, y), bullet_type, 0, |
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168 shot.angle, shot.speed, |
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169 (0, 0, 0, 0, 0., 0., 0., 0.), |
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170 0, self, self._game, player_bullet=True, |
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171 damage=shot.damage, hitbox=shot.hitbox)) |
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172 |
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173 |
445
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174 cpdef update(self, long keystate): |
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175 cdef double dx, dy |
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176 |
172
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177 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
220
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178 speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] |
172
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179 try: |
445
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180 dx, dy = {16: (0., -speed), 32: (0., speed), 64: (-speed, 0.), 128: (speed, 0.), |
220
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181 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), |
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182 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] |
172
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183 except KeyError: |
445
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184 dx, dy = 0., 0. |
172
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185 |
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186 if dx < 0 and self.direction != -1: |
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187 self.set_anim(1) |
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188 self.direction = -1 |
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189 elif dx > 0 and self.direction != +1: |
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190 self.set_anim(3) |
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191 self.direction = +1 |
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192 elif dx == 0 and self.direction != 0: |
172
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193 self.set_anim({-1: 2, +1: 4}[self.direction]) |
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194 self.direction = 0 |
172
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195 |
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196 self.state.x += dx |
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197 self.state.y += dy |
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198 |
445
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199 #XXX |
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200 self.x = self.state.x |
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201 self.y = self.state.y |
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202 |
380
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203 if self.state.x < 8.: |
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204 self.state.x = 8. |
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205 if self.state.x > self._game.width - 8: |
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206 self.state.x = self._game.width - 8. |
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207 if self.state.y < 16.: |
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208 self.state.y = 16. |
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209 if self.state.y > self._game.height - 16: |
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210 self.state.y = self._game.height -16. |
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211 |
199
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212 if not self.state.focused and keystate & 4: |
206
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213 self.start_focusing() |
199
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214 elif self.state.focused and not keystate & 4: |
206
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215 self.stop_focusing() |
199
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216 |
172
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217 if self.state.invulnerable_time > 0: |
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218 self.state.invulnerable_time -= 1 |
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219 |
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220 m = self.state.invulnerable_time % 8 |
328
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221 if m == 7 or self.state.invulnerable_time == 0: |
304
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222 self.sprite.color = (255, 255, 255) |
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223 self.sprite.changed = True |
328
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224 elif m == 1: |
304
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225 self.sprite.color = (64, 64, 64) |
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226 self.sprite.changed = True |
130 | 227 |
196
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228 if keystate & 1 and self.fire_time == 0: |
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229 self.fire_time = 30 |
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230 if self.fire_time > 0: |
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231 self.fire() |
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232 self.fire_time -= 1 |
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233 |
457
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234 if keystate & 2 and self.bomb_time == 0: |
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235 self._game.set_player_bomb() |
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236 self.bomb_time = 240 |
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237 if self.bomb_time > 0: |
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238 self.bomb_time -= 1 |
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239 if self.bomb_time == 0: |
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240 self._game.unset_player_bomb() |
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241 |
172
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242 if self.death_time: |
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243 time = self._game.frame - self.death_time |
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244 if time == 6: # too late, you are dead :( |
175
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245 self.state.touchable = False |
184
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246 if self.state.power > 16: |
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247 self.state.power -= 16 |
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248 else: |
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249 self.state.power = 0 |
386
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250 for laser in self._game.players_lasers: |
445
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251 if laser is not None: |
386
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252 laser.cancel() |
184
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253 |
465
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254 self.state.miss += 1 |
339
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255 self.state.lives -= 1 |
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256 if self.state.lives < 0: |
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257 #TODO: display a menu to ask the players if they want to continue. |
465
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258 if self.state.continues == 0: |
339
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259 raise GameOver |
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260 |
465
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261 # Don’t decrement if it’s infinite. |
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262 if self.state.continues >= 0: |
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263 self.state.continues -= 1 |
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264 self.state.continues_used += 1 |
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265 |
445
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266 for i in xrange(5): |
339
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267 self._game.drop_bonus(self.state.x, self.state.y, 4, |
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268 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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269 self._game.prng.rand_double() * 192 - 64)) |
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270 self.state.score = 0 |
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271 self.state.effective_score = 0 |
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272 self.state.lives = 2 #TODO: use the right default. |
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273 self.state.bombs = 3 #TODO: use the right default. |
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274 self.state.power = 0 |
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275 |
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276 self.state.graze = 0 |
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277 self.state.points = 0 |
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278 else: |
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279 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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280 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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281 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
445
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282 for i in xrange(5): |
339
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283 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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284 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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285 self._game.prng.rand_double() * 192 - 64)) |
184
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286 |
172
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287 elif time == 7: |
304
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288 self.sprite.mirrored = False |
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289 self.sprite.blendfunc = 0 |
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290 self.sprite.rescale = 0.75, 1.5 |
445
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291 self.sprite.fade(26, 96) |
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292 self.sprite.scale_in(26, 0., 2.5) |
172
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293 |
447
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294 #TODO: the next two branches could be happening at the same frame. |
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295 elif time == 31: |
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296 self._game.cancel_bullets() |
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297 |
211
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|
298 elif time == 32: |
225
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Move game size in the game's definition, and don't keep changing the window's size.
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299 self.state.x = float(self._game.width) / 2. #TODO |
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300 self.state.y = float(self._game.width) #TODO |
445
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301 self.direction = 0 |
130 | 302 |
304
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303 self.sprite = Sprite() |
430
c9433188ffdb
Remove AnmWrapper, since ANMs are lists of entries now.
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304 self.anmrunner = ANMRunner(self.anm, 0, self.sprite) |
304
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|
305 self.sprite.alpha = 128 |
445
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306 self.sprite.rescale = 0., 2.5 |
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307 self.sprite.fade(30, 255) |
304
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|
308 self.sprite.blendfunc = 1 |
445
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|
309 self.sprite.scale_in(30, 1., 1.) |
172
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|
310 |
211
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|
311 elif time == 61: # respawned |
172
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312 self.state.touchable = True |
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313 self.state.invulnerable_time = 240 |
304
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|
314 self.sprite.blendfunc = 0 |
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|
315 self.sprite.changed = True |
172
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|
316 |
447
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|
317 elif time == 91: # start the bullet hell again |
172
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|
318 self.death_time = 0 |
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|
319 |
304
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|
320 self.anmrunner.run_frame() |
130 | 321 |