annotate pytouhou/game/bullet.py @ 100:5c40cc1b8019

Use game's frame for interpolation. No more time manipulation interfering with interpolators!
author Thibaut Girka <thib@sitedethib.com>
date Mon, 05 Sep 2011 00:29:31 +0200
parents ac2e5e1c2c3c
children c7847bfed427
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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 math import cos, sin, atan2, pi
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16
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17 from pytouhou.utils.interpolator import Interpolator
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18 from pytouhou.vm.anmrunner import ANMRunner
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19 from pytouhou.game.sprite import Sprite
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20
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21
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22 class Bullet(object):
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23 __slots__ = ('x', 'y', 'angle', 'speed', 'frame', 'grazed',
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24 'flags', 'attributes', 'anim_idx', 'sprite_idx_offset', 'player',
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25 'speed_interpolator',
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26 '_game_state', '_sprite', '_anmrunner',
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27 '_removed', '_launched')
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28
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29 def __init__(self, pos, anim_idx, sprite_idx_offset,
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30 angle, speed, attributes, flags, player, game_state):
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31 self._game_state = game_state
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32 self._sprite = None
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33 self._anmrunner = None
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34 self._removed = False
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35 self._launched = False
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36
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37 self.speed_interpolator = None
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38 self.frame = 0
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39 self.grazed = False
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40
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41 self.player = player
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42
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43 self.anim_idx = anim_idx
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44 self.sprite_idx_offset = sprite_idx_offset
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45
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46 #TODO
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47 #if flags & (2|4|8):
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48 # index = {2: 11, 4: 12, 8: 13}[flags & (2|4|8)]
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49 # self._sprite = Sprite()
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50 # self._anmrunner = ANMRunner(self._game_state.resources.etama_anm_wrappers[0],
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51 # index, self._sprite, sprite_idx_offset)
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52
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53 self.flags = flags
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54 self.attributes = list(attributes)
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55
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56 self.x, self.y = pos
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57 self.angle = angle
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58 self.speed = speed
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59
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60 if flags & 1:
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61 self.speed_interpolator = Interpolator((speed + 5.,))
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62 self.speed_interpolator.set_interpolation_start(0, (speed + 5.,))
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63 self.speed_interpolator.set_interpolation_end(16, (speed,))
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64 if flags & 448:
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65 self.speed_interpolator = Interpolator((speed,))
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66 self.speed_interpolator.set_interpolation_start(0, (speed,))
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67 self.speed_interpolator.set_interpolation_end(attributes[0] - 1, (0,)) # TODO: really -1? Without, the new speed isn’t set.
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69
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70 def get_player_angle(self):
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71 return atan2(self.player.y - self.y, self.player.x - self.x)
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72
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73
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74 def is_visible(self, screen_width, screen_height):
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75 if self._sprite:
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76 tx, ty, tw, th = self._sprite.texcoords
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77 if self._sprite.corner_relative_placement:
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78 raise Exception #TODO
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79 else:
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80 tx, ty, tw, th = 0., 0., 0., 0.
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81
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82 max_x = tw / 2.
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83 max_y = th / 2.
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84 min_x = -max_x
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85 min_y = -max_y
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86
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87 if any((min_x > screen_width - self.x,
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88 max_x < -self.x,
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89 min_y > screen_height - self.y,
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90 max_y < -self.y)):
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91 return False
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92 return True
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93
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94
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95 def get_objects_by_texture(self, objects_by_texture):
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96 sprite = self._sprite
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97 sprite.update_vertices_uvs_colors()
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98 key = sprite.anm.first_name, sprite.anm.secondary_name
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99 key = (key, sprite.blendfunc)
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100 rec = objects_by_texture.setdefault(key, ([], [], []))
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101 vertices = ((x + self.x, y + self.y, z) for x, y, z in sprite._vertices)
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102 rec[0].extend(vertices)
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103 rec[1].extend(sprite._uvs)
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104 rec[2].extend(sprite._colors)
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105
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106
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107 def update(self):
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108 if not self._sprite or self._sprite._removed:
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109 self._launched = True
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110 self._sprite = Sprite()
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111 anm_wrapper = self._game_state.resource_loader.get_anm_wrapper(('etama3.anm',)) #TODO
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112 self._anmrunner = ANMRunner(anm_wrapper, self.anim_idx,
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113 self._sprite, self.sprite_idx_offset)
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114
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115 self._anmrunner.run_frame()
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116 self._sprite.update(angle_base=self.angle)
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117
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118 #TODO: flags
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119 x, y = self.x, self.y
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120
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121 if self.flags & 16:
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122 frame, count = self.attributes[0:2]
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123 length, angle = self.attributes[4:6]
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124 angle = self.angle if angle < -900.0 else angle #TODO: is that right?
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125 dx = cos(self.angle) * self.speed + cos(angle) * length
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126 dy = sin(self.angle) * self.speed + sin(angle) * length
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127 self.speed = (dx ** 2 + dy ** 2) ** 0.5
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128 self.angle = atan2(dy, dx)
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129 if self.frame == frame: #TODO: include last frame, or not?
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130 if count > 0:
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131 self.attributes[1] -= 1
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132 self.frame = 0
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133 else:
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134 self.flags ^= 16
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135 elif self.flags & 32:
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136 #TODO: check
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137 frame, count = self.attributes[0:2]
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138 acceleration, angular_speed = self.attributes[4:6]
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139 self.speed += acceleration
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140 self.angle += angular_speed
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141 if self.frame == frame:
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142 if count > 0:
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143 self.attributes[1] -= 1
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144 else:
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145 self.flags ^= 32
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146 elif self.flags & 448:
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147 #TODO: check
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148 frame, count = self.attributes[0:2]
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149 angle, speed = self.attributes[4:6]
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150 if frame == self.frame:
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151 count = count - 1
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152
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153 if self.flags & 64:
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154 self.angle = self.angle + angle
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155 elif self.flags & 128:
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156 self.angle = self.get_player_angle() + angle
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157 elif self.flags & 256:
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158 self.angle = angle
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159
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160 if count:
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161 self.speed_interpolator.set_interpolation_start(self.frame, (speed,))
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162 self.speed_interpolator.set_interpolation_end(self.frame + frame - 1, (0,)) # TODO: really -1? Without, the new speed isn’t set.
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163 else:
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164 self.flags &= ~448
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165 self.speed = speed
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166
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167 self.attributes[1] = count
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168 #TODO: other flags
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169
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170 if self.speed_interpolator:
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171 self.speed_interpolator.update(self.frame)
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172 self.speed, = self.speed_interpolator.values
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173
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174 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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175 self.x, self.y = x + dx, y + dy
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176
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177 self.frame += 1
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178