Mercurial > touhou
annotate pytouhou/game/player.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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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 |
130 | 16 from pytouhou.game.sprite import Sprite |
17 from pytouhou.vm.anmrunner import ANMRunner | |
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18 from pytouhou.game.bullettype import BulletType |
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19 |
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20 from math import pi |
130 | 21 |
22 | |
23 class PlayerState(object): | |
24 def __init__(self, character=0, score=0, power=0, lives=0, bombs=0): | |
25 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... | |
26 | |
27 self.score = score | |
28 self.lives = lives | |
29 self.bombs = bombs | |
30 self.power = power | |
31 | |
32 self.graze = 0 | |
33 self.points = 0 | |
34 | |
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35 self.x = 192.0 |
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36 self.y = 384.0 |
130 | 37 |
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38 self.invulnerable_time = 240 |
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39 self.touchable = True |
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40 self.focused = False |
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41 |
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42 self.power_bonus = 0 # Never goes over 30. |
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43 |
130 | 44 |
45 class Player(object): | |
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46 def __init__(self, state, game, anm_wrapper, hitbox_size=2.5, graze_hitbox_size=42., speeds=None): |
130 | 47 self._sprite = None |
48 self._anmrunner = None | |
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49 self._game = game |
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50 self.anm_wrapper = anm_wrapper |
130 | 51 |
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52 self.speeds = speeds |
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53 |
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54 self.hitbox_size = hitbox_size |
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55 self.hitbox_half_size = self.hitbox_size / 2. |
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56 self.graze_hitbox_size = graze_hitbox_size |
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57 self.graze_hitbox_half_size = self.graze_hitbox_size / 2. |
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58 |
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59 self.bullet_type = BulletType(anm_wrapper, 64, 96, 0, 0, 0, hitbox_size=4) |
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60 self.bullet_launch_interval = 5 |
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61 self.bullet_speed = 12. |
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62 self.bullet_launch_angle = -pi/2 |
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63 self.fire_time = 0 |
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64 |
130 | 65 self.state = state |
66 self.direction = None | |
67 | |
68 self.set_anim(0) | |
69 | |
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70 self.death_time = 0 |
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71 |
130 | 72 |
73 @property | |
74 def x(self): | |
75 return self.state.x | |
76 | |
77 | |
78 @property | |
79 def y(self): | |
80 return self.state.y | |
81 | |
82 | |
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83 def objects(self): |
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84 return [] |
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85 |
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86 |
130 | 87 def set_anim(self, index): |
88 self._sprite = Sprite() | |
89 self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite) | |
90 self._anmrunner.run_frame() | |
91 | |
92 | |
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93 def collide(self): |
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94 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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95 self.death_time = self._game.frame |
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96 self._game.new_death((self.state.x, self.state.y), 2) |
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97 self._game.modify_difficulty(-1600) |
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98 for i in range(16): |
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99 self._game.new_particle((self.state.x, self.state.y), 2, 4., 256) #TODO: find the real size and range. |
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100 |
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101 |
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102 def start_focusing(self): |
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103 self.state.focused = True |
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104 |
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105 |
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106 def stop_focusing(self): |
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107 self.state.focused = False |
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108 |
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109 |
130 | 110 def update(self, keystate): |
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111 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
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112 speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] |
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113 try: |
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114 dx, dy = {16: (0.0, -speed), 32: (0.0, speed), 64: (-speed, 0.0), 128: (speed, 0.0), |
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115 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), |
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116 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] |
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117 except KeyError: |
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118 dx, dy = 0.0, 0.0 |
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119 |
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120 if dx < 0 and self.direction != -1: |
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121 self.set_anim(1) |
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122 self.direction = -1 |
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123 elif dx > 0 and self.direction != +1: |
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124 self.set_anim(3) |
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125 self.direction = +1 |
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126 elif dx == 0 and self.direction is not None: |
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127 self.set_anim({-1: 2, +1: 4}[self.direction]) |
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128 self.direction = None |
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129 |
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130 self.state.x += dx |
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131 self.state.y += dy |
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132 |
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133 if not self.state.focused and keystate & 4: |
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134 self.start_focusing() |
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135 elif self.state.focused and not keystate & 4: |
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136 self.stop_focusing() |
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137 |
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138 if self.state.invulnerable_time > 0: |
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139 self.state.invulnerable_time -= 1 |
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140 |
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141 m = self.state.invulnerable_time % 8 |
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142 if m == 0: |
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143 self._sprite.color = (255, 255, 255) |
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144 self._sprite._changed = True |
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145 elif m == 2: |
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146 self._sprite.color = (64, 64, 64) |
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147 self._sprite._changed = True |
130 | 148 |
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149 if keystate & 1 and self.fire_time == 0: |
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150 self.fire_time = 30 |
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151 if self.fire_time > 0: |
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152 self.fire() |
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153 self.fire_time -= 1 |
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154 |
172
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155 if self.death_time: |
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156 time = self._game.frame - self.death_time |
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157 if time == 6: # too late, you are dead :( |
175
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158 self.state.touchable = False |
184
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159 self.state.lives -= 1 |
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160 if self.state.power > 16: |
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161 self.state.power -= 16 |
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162 else: |
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163 self.state.power = 0 |
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164 |
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165 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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166 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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167 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
172
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168 for i in range(5): |
184
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169 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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170 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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171 self._game.prng.rand_double() * 192 - 64)) |
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172 |
172
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173 elif time == 7: |
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174 self._sprite.mirrored = False |
211
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175 self._sprite.blendfunc = 0 |
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176 self._sprite.rescale = 0.75, 1.5 |
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177 self._sprite.fade(26, 96, lambda x: x) |
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178 self._sprite.scale_in(26, 0.00, 2.5, lambda x: x) |
172
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179 |
211
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180 elif time == 32: |
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181 self.state.x = 192.0 |
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182 self.state.y = 384.0 |
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183 self.direction = None |
130 | 184 |
172
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185 self._sprite = Sprite() |
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186 self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite) |
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187 self._sprite.alpha = 128 |
211
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188 self._sprite.rescale = 0.0, 2.5 |
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189 self._sprite.fade(30, 255, lambda x: x) |
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190 self._sprite.blendfunc = 1 |
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191 self._sprite.scale_in(30, 1., 1., lambda x: x) |
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192 self._anmrunner.run_frame() |
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193 |
211
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194 elif time == 61: # respawned |
172
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195 self.state.touchable = True |
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196 self.state.invulnerable_time = 240 |
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197 self._sprite.blendfunc = 0 |
211
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198 self._sprite._changed = True |
172
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199 |
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200 if time > 30: |
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201 for bullet in self._game.bullets: |
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202 bullet.cancel() |
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203 |
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204 if time > 90: # start the bullet hell again |
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205 self.death_time = 0 |
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206 |
130 | 207 self._anmrunner.run_frame() |
208 |