Mercurial > touhou
annotate pytouhou/game/enemy.py @ 100:5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 05 Sep 2011 00:29:31 +0200 |
parents | d141c851c598 |
children | 789994275968 |
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 |
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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.vm.eclrunner import ECLRunner |
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22 from pytouhou.vm.anmrunner import ANMRunner |
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23 from pytouhou.game.sprite import Sprite |
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24 from pytouhou.game.bullet import Bullet |
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25 from math import cos, sin, atan2, pi |
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26 |
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27 |
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28 class Enemy(object): |
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29 def __init__(self, pos, life, _type, anm_wrapper, game_state): |
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30 self._game_state = game_state |
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31 self._anm_wrapper = anm_wrapper |
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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._type = _type |
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36 self._was_visible = False |
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37 |
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38 self.frame = 0 |
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39 |
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40 self.x, self.y = pos |
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41 self.life = life |
36 | 42 self.max_life = life |
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43 self.touchable = True |
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44 self.damageable = True |
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45 self.death_flags = 0 |
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46 self.bullets = [] |
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47 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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48 self.bullet_attributes = None |
36 | 49 self.bullet_launch_offset = (0, 0) |
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50 self.death_callback = None |
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51 self.low_life_callback = None |
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52 self.low_life_trigger = None |
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53 self.timeout = None |
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54 self.timeout_callback = None |
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55 self.remaining_lives = -1 |
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56 |
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57 self.automatic_orientation = False |
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58 |
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59 self.bullet_launch_interval = 0 |
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60 self.bullet_launch_timer = 0 |
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61 self.delay_attack = False |
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62 |
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63 self.death_anim = None |
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64 self.movement_dependant_sprites = None |
22 | 65 self.direction = None |
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66 self.interpolator = None #TODO |
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67 self.speed_interpolator = None |
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68 self.angle = 0. |
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69 self.speed = 0. |
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70 self.rotation_speed = 0. |
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71 self.acceleration = 0. |
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72 |
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73 self.hitbox = (0, 0) |
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74 self.screen_box = None |
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75 |
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76 |
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77 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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78 bullets_per_shot, number_of_shots, speed, speed2, |
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79 launch_angle, angle, flags): |
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80 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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81 number_of_shots, speed, speed2, launch_angle, |
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82 angle, flags) |
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83 if not self.delay_attack: |
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84 self.fire() |
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85 |
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86 |
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87 def fire(self): |
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88 (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, |
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89 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes |
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90 |
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91 self.bullet_launch_timer = 0 |
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92 |
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93 player = self.select_player() |
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94 |
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95 if type_ in (67, 69, 71): |
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96 launch_angle += self.get_player_angle(player) |
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97 if type_ in (69, 70, 71): |
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98 angle = 2. * pi / bullets_per_shot |
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99 if type_ == 71: |
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100 launch_angle += pi / bullets_per_shot |
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101 |
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102 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
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103 |
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104 for shot_nb in range(number_of_shots): |
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105 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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106 bullet_angle = launch_angle |
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107 for bullet_nb in range(bullets_per_shot): |
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108 self.bullets.append(Bullet((self.x, self.y), |
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109 anim, sprite_idx_offset, |
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110 bullet_angle, shot_speed, |
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111 self.extended_bullet_attributes, |
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112 flags, player, self._game_state)) |
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113 bullet_angle += angle |
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114 |
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46
diff
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|
115 |
79
ffe2c2b9912c
Handle a few more ECL instructions. Prepare for bullet handling \o/
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116 def select_player(self, players=None): |
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|
117 return (players or self._game_state.players)[0] #TODO |
50
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Fix a few bugs and add support for a few instructions
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49
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|
118 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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|
119 |
79
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120 def get_player_angle(self, player=None): |
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121 player = player or self.select_player() |
50
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122 return atan2(player.y - self.y, player.x - self.x) |
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Fix a few bugs and add support for a few instructions
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123 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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|
124 |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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48
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125 def set_anim(self, index): |
69
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Refactor. Move VMs to pytouhou.vm.
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126 self._sprite = Sprite() |
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127 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) |
23
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128 |
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129 |
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130 def set_pos(self, x, y, z): |
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131 self.x, self.y = x, y |
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132 self.interpolator = Interpolator((x, y)) |
100
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133 self.interpolator.set_interpolation_start(self._game_state.frame, (x, y)) |
23
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134 |
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135 |
62
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Fix animation determination (ins_98 stuff) and some interpolation functions
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136 def move_to(self, duration, x, y, z, formula): |
57
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137 if not self.interpolator: |
100
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138 frame = self._game_state.frame |
62
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139 self.interpolator = Interpolator((self.x, self.y), formula) |
100
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140 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
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141 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
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142 |
75
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|
143 self.speed = 0. |
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144 self.angle = atan2(y - self.y, x - self.x) |
23
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145 |
75
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146 |
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147 def stop_in(self, duration, formula): |
57
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148 if not self.speed_interpolator: |
100
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|
149 frame = self._game_state.frame |
75
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150 self.speed_interpolator = Interpolator((self.speed,), formula) |
100
5c40cc1b8019
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151 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
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152 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
57
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153 |
75
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|
154 self.speed = 0. |
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changeset
|
155 |
57
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|
156 |
23
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157 def is_visible(self, screen_width, screen_height): |
73
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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158 if self._sprite: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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159 tx, ty, tw, th = self._sprite.texcoords |
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160 if self._sprite.corner_relative_placement: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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|
161 raise Exception #TODO |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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162 else: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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|
163 tx, ty, tw, th = 0., 0., 0., 0. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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23
diff
changeset
|
164 |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
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165 max_x = tw / 2. |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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|
166 max_y = th / 2. |
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167 min_x = -max_x |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
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72
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changeset
|
168 min_y = -max_y |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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23
diff
changeset
|
169 |
56
299de3a9b69f
Filter out off-screen enemies (the same way the official game does)
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52
diff
changeset
|
170 if any((min_x > screen_width - self.x, |
299de3a9b69f
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52
diff
changeset
|
171 max_x < -self.x, |
299de3a9b69f
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52
diff
changeset
|
172 min_y > screen_height - self.y, |
299de3a9b69f
Filter out off-screen enemies (the same way the official game does)
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52
diff
changeset
|
173 max_y < -self.y)): |
23
444ac7bca7bc
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22
diff
changeset
|
174 return False |
444ac7bca7bc
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diff
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|
175 return True |
444ac7bca7bc
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22
diff
changeset
|
176 |
18
ca26a84916cb
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parents:
diff
changeset
|
177 |
85 | 178 def get_objects_by_texture(self, objects_by_texture): |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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79
diff
changeset
|
179 for bullet in self.bullets: |
85 | 180 bullet.get_objects_by_texture(objects_by_texture) |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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79
diff
changeset
|
181 |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
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72
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changeset
|
182 if not self._sprite: |
85 | 183 return |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
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72
diff
changeset
|
184 |
94
ca571697ec83
Various minor optimisations and refactoring
Thibaut Girka <thib@sitedethib.com>
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93
diff
changeset
|
185 sprite = self._sprite |
ca571697ec83
Various minor optimisations and refactoring
Thibaut Girka <thib@sitedethib.com>
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93
diff
changeset
|
186 sprite.update_vertices_uvs_colors() |
90 | 187 |
94
ca571697ec83
Various minor optimisations and refactoring
Thibaut Girka <thib@sitedethib.com>
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93
diff
changeset
|
188 key = sprite.anm.first_name, sprite.anm.secondary_name |
ca571697ec83
Various minor optimisations and refactoring
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93
diff
changeset
|
189 key = (key, sprite.blendfunc) |
ca571697ec83
Various minor optimisations and refactoring
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diff
changeset
|
190 rec = objects_by_texture.setdefault(key, ([], [], [])) |
ca571697ec83
Various minor optimisations and refactoring
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93
diff
changeset
|
191 vertices = ((x + self.x, y + self.y, z) for x, y, z in sprite._vertices) |
ca571697ec83
Various minor optimisations and refactoring
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93
diff
changeset
|
192 rec[0].extend(vertices) |
ca571697ec83
Various minor optimisations and refactoring
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93
diff
changeset
|
193 rec[1].extend(sprite._uvs) |
ca571697ec83
Various minor optimisations and refactoring
Thibaut Girka <thib@sitedethib.com>
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93
diff
changeset
|
194 rec[2].extend(sprite._colors) |
36 | 195 |
196 | |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
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68
diff
changeset
|
197 def update(self): |
21
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
198 x, y = self.x, self.y |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
changeset
|
199 if self.interpolator: |
100
5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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diff
changeset
|
200 self.interpolator.update(self._game_state.frame) |
20
6ebf9539c077
Handle more enemies types and movements
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18
diff
changeset
|
201 x, y = self.interpolator.values |
21
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
202 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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diff
changeset
|
203 self.speed += self.acceleration #TODO: units? Execution order? |
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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changeset
|
204 self.angle += self.rotation_speed #TODO: units? Execution order? |
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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changeset
|
205 |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
changeset
|
206 |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
changeset
|
207 if self.speed_interpolator: |
100
5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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98
diff
changeset
|
208 self.speed_interpolator.update(self._game_state.frame) |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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diff
changeset
|
209 self.speed, = self.speed_interpolator.values |
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diff
changeset
|
210 |
694f25881d0f
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56
diff
changeset
|
211 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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diff
changeset
|
212 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
Thibaut Girka <thib@sitedethib.com>
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48
diff
changeset
|
213 if self._type & 2: |
21
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
214 x -= dx |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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diff
changeset
|
215 else: |
21
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
216 x += dx |
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
217 y += dy |
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
218 |
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
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20
diff
changeset
|
219 if self.movement_dependant_sprites: |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
changeset
|
220 #TODO: is that really how it works? Almost. |
694f25881d0f
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56
diff
changeset
|
221 # Sprite determination is done only once per changement, and is |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
changeset
|
222 # superseeded by ins_97. |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
223 end_left, end_right, left, right = self.movement_dependant_sprites |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
224 if x < self.x and self.direction != -1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
225 self.set_anim(left) |
22 | 226 self.direction = -1 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
227 elif x > self.x and self.direction != +1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
228 self.set_anim(right) |
22 | 229 self.direction = +1 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
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230 elif x == self.x and self.direction is not None: |
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231 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 232 self.direction = None |
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233 |
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234 |
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235 if self.screen_box: |
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236 xmin, ymin, xmax, ymax = self.screen_box |
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237 x = max(xmin, min(x, xmax)) |
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238 y = max(ymin, min(y, ymax)) |
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239 |
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240 |
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241 self.x, self.y = x, y |
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242 |
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243 #TODO |
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244 if self._anmrunner and not self._anmrunner.run_frame(): |
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245 self._anmrunner = None |
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246 |
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247 if self._sprite: |
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248 if self._sprite._removed: |
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249 self._sprite = None |
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250 else: |
90 | 251 self._sprite.update(angle_base=self.angle, |
252 force_rotation=self.automatic_orientation) | |
36 | 253 |
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254 |
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255 if self.bullet_launch_interval != 0: |
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256 self.bullet_launch_timer += 1 |
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257 if self.bullet_launch_timer == self.bullet_launch_interval: |
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258 self.fire() |
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259 |
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260 |
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261 for bullet in self.bullets: |
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262 bullet.update() |
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263 |
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264 |
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265 self.frame += 1 |
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266 |