Mercurial > touhou
annotate pytouhou/game/game.py @ 222:5cac48b328ad
Refactor rendering code a bit.
Move duplicated camera setup code to a new “setup_camera” method,
and move common methods to a new “Renderer” module in order to make
individual sprite rendering easier.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 18 Dec 2011 20:47:48 +0100 |
parents | 0595315d3880 |
children | 2d35565b5608 |
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 |
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16 from pytouhou.utils.random import Random |
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17 |
97 | 18 from pytouhou.vm.eclrunner import ECLMainRunner |
19 | |
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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 |
97 | 24 |
25 | |
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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): |
97 | 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 = [] |
106 | 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 = [] |
106 | 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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69 |
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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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87 |
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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 |
193
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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)) |
173
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122 |
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123 |
171
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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) |
97 | 126 self.enemies.append(enemy) |
127 return enemy | |
128 | |
129 | |
130 def run_iter(self, keystate): | |
131 # 1. VMs. | |
132 self.ecl_runner.run_iter() | |
198
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133 if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame. |
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134 self.modify_difficulty(+100) |
97 | 135 |
136 # 2. Filter out destroyed enemies | |
123 | 137 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
166
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138 self.effects = [enemy for enemy in self.effects if not enemy._removed] |
152
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139 self.bullets = [bullet for bullet in self.bullets if not bullet._removed] |
161
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140 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] |
152
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141 self.items = [item for item in self.items if not item._removed] |
83
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142 |
193
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143 |
97 | 144 # 3. Let's play! |
193
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145 # In the original game, updates are done in prioritized functions called "chains" |
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146 # We have to mimic this functionnality to be replay-compatible with the official game. |
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147 |
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148 # Pri 6 is background |
217
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149 self.update_effect() #TODO: Pri unknown |
193
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150 self.update_players(keystate) # Pri 7 |
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151 self.update_enemies() # Pri 9 |
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152 self.update_effects() # Pri 10 |
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153 self.update_bullets() # Pri 11 |
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154 # Pri 12 is HUD |
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155 |
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156 # 4. Cleaning |
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157 self.cleanup() |
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158 |
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159 self.frame += 1 |
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160 |
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161 |
217
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162 def update_effect(self): |
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163 if self.effect is not None: |
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164 self.effect.update() |
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165 |
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166 |
193
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167 def update_enemies(self): |
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168 for enemy in self.enemies: |
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169 enemy.update() |
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170 |
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171 |
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172 def update_players(self, keystate): |
130 | 173 for player in self.players: |
142
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174 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 175 if player.state.x < 8.: |
176 player.state.x = 8. | |
177 if player.state.x > 384.-8: #TODO | |
178 player.state.x = 384.-8 | |
179 if player.state.y < 16.: | |
180 player.state.y = 16. | |
181 if player.state.y > 448.-16: #TODO | |
182 player.state.y = 448.-16 | |
183 | |
193
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184 for bullet in self.players_bullets: |
97 | 185 bullet.update() |
186 | |
193
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187 |
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188 def update_effects(self): |
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189 for effect in self.effects: |
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190 effect.update() |
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191 |
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192 |
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193 def update_bullets(self): |
161
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194 for bullet in self.cancelled_bullets: |
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195 bullet.update() |
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196 |
193
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197 for bullet in self.bullets: |
164
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198 bullet.update() |
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199 |
151
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200 for item in self.items: |
150
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201 item.update() |
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202 |
142
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203 for player in self.players: |
172
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204 if not player.state.touchable: |
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205 continue |
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206 |
142
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207 px, py = player.x, player.y |
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208 phalf_size = player.hitbox_half_size |
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209 px1, px2 = px - phalf_size, px + phalf_size |
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210 py1, py2 = py - phalf_size, py + phalf_size |
152
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211 |
176
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212 ghalf_size = player.graze_hitbox_half_size |
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213 gx1, gx2 = px - ghalf_size, px + ghalf_size |
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214 gy1, gy2 = py - ghalf_size, py + ghalf_size |
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215 |
151
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216 for bullet in self.bullets: |
142
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217 half_size = bullet.hitbox_half_size |
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218 bx, by = bullet.x, bullet.y |
220
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217
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219 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
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220 by1, by2 = by - half_size[1], by + half_size[1] |
142
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221 |
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222 if not (bx2 < px1 or bx1 > px2 |
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223 or by2 < py1 or by1 > py2): |
156
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224 bullet.collide() |
172
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225 if player.state.invulnerable_time == 0: |
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226 player.collide() |
152
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227 |
181
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228 elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2 |
176
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229 or by2 < gy1 or by1 > gy2): |
181
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230 bullet.grazed = True |
184
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231 player.state.graze += 1 |
181
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232 player.state.score += 500 # found experimentally |
198
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233 self.modify_difficulty(+6) |
193
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234 self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range. |
181
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235 #TODO: display a static particle during one frame at |
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236 # 12 pixels of the player, in the axis of the “collision”. |
176
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237 |
208
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238 #TODO: is it the right place? |
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239 if py < 128 and player.state.power >= 128: #TODO: check py. |
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240 self.autocollect(player) |
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241 |
152
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242 for item in self.items: |
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243 half_size = item.hitbox_half_size |
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244 bx, by = item.x, item.y |
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245 bx1, bx2 = bx - half_size, bx + half_size |
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246 by1, by2 = by - half_size, by + half_size |
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247 |
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248 if not (bx2 < px1 or bx1 > px2 |
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249 or by2 < py1 or by1 > py2): |
220
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250 item.on_collect(player) |
150
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251 |
97 | 252 |
253 def cleanup(self): | |
254 # Filter out non-visible enemies | |
255 for enemy in tuple(self.enemies): | |
256 if enemy.is_visible(384, 448): #TODO | |
257 enemy._was_visible = True | |
258 elif enemy._was_visible: | |
259 # Filter out-of-screen enemy | |
260 enemy._removed = True | |
261 self.enemies.remove(enemy) | |
262 | |
263 # Filter out-of-scren bullets | |
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
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266 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)] |
164
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267 self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)] |
97 | 268 |
165
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269 # Filter out-of-scren items |
198
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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 | 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 | 281 |