Mercurial > touhou
annotate pytouhou/game/game.py @ 151:5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
author | Thibaut Girka <thib@sitedethib.com> |
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date | Tue, 04 Oct 2011 23:32:02 +0200 |
parents | 4f46717390aa |
children | 86807b8a63bd |
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 | |
130 | 20 from pytouhou.game.player import Player |
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21 from pytouhou.game.enemy import Enemy |
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22 from pytouhou.game.item import Item |
97 | 23 |
24 | |
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25 |
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26 class Game(object): |
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27 def __init__(self, resource_loader, player_states, stage, rank, difficulty, |
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28 bullet_types, item_types, characters, nb_bullets_max=None): |
97 | 29 self.resource_loader = resource_loader |
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30 |
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31 self.nb_bullets_max = nb_bullets_max |
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32 self.bullet_types = bullet_types |
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33 self.item_types = item_types |
130 | 34 self.characters = characters |
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35 |
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36 self.players = [Player(player_state, characters[player_state.character]) for player_state in player_states] |
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37 self.enemies = [] |
106 | 38 self.bullets = [] |
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39 self.items = [] |
106 | 40 |
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41 self.stage = stage |
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42 self.rank = rank |
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43 self.difficulty = difficulty |
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44 self.boss = None |
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45 self.prng = Random() |
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46 self.frame = 0 |
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47 |
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48 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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49 'stg%denm2.anm' % stage)) |
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50 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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51 self.ecl_runner = ECLMainRunner(ecl, self.new_enemy, self) |
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52 |
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53 |
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54 def change_bullets_into_star_items(self): |
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55 player = self.players[0] #TODO |
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56 item_type = self.item_types[6] |
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57 self.items.extend(Item((bullet.x, bullet.y), item_type, 0.0, item_type.speed, player, self) for bullet in self.bullets) |
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58 self.bullets = [] |
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59 |
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60 |
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61 def new_enemy(self, pos, life, instr_type, pop_enemy): |
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62 enemy = Enemy(pos, life, instr_type, self.enm_anm_wrapper, self, pop_enemy) |
97 | 63 self.enemies.append(enemy) |
64 return enemy | |
65 | |
66 | |
67 def run_iter(self, keystate): | |
68 # 1. VMs. | |
69 self.ecl_runner.run_iter() | |
70 | |
71 # 2. Filter out destroyed enemies | |
123 | 72 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
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73 |
97 | 74 # 3. Let's play! |
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75 #TODO: check update orders |
130 | 76 for player in self.players: |
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77 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 78 if player.state.x < 8.: |
79 player.state.x = 8. | |
80 if player.state.x > 384.-8: #TODO | |
81 player.state.x = 384.-8 | |
82 if player.state.y < 16.: | |
83 player.state.y = 16. | |
84 if player.state.y > 448.-16: #TODO | |
85 player.state.y = 448.-16 | |
86 | |
97 | 87 for enemy in self.enemies: |
88 enemy.update() | |
106 | 89 |
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90 for bullet in self.bullets: |
97 | 91 bullet.update() |
92 | |
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93 for item in self.items: |
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94 item.update() |
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95 |
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96 # 4. Check for collisions! |
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97 #TODO |
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98 for player in self.players: |
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99 px, py = player.x, player.y |
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100 phalf_size = player.hitbox_half_size |
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101 px1, px2 = px - phalf_size, px + phalf_size |
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102 py1, py2 = py - phalf_size, py + phalf_size |
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103 for bullet in self.bullets: |
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104 half_size = bullet.hitbox_half_size |
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105 bx, by = bullet.x, bullet.y |
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106 bx1, bx2 = bx - half_size, bx + half_size |
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107 by1, by2 = by - half_size, by + half_size |
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108 |
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109 if not (bx2 < px1 or bx1 > px2 |
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110 or by2 < py1 or by1 > py2): |
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111 print('collided!') #TODO |
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112 |
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113 #TODO: enemy-player collision |
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114 #TODO: item-player collision |
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115 |
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116 # 5. Cleaning |
97 | 117 self.cleanup() |
118 | |
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119 self.frame += 1 |
97 | 120 |
121 | |
122 def cleanup(self): | |
123 # Filter out non-visible enemies | |
124 for enemy in tuple(self.enemies): | |
125 if enemy.is_visible(384, 448): #TODO | |
126 enemy._was_visible = True | |
127 elif enemy._was_visible: | |
128 # Filter out-of-screen enemy | |
129 enemy._removed = True | |
130 self.enemies.remove(enemy) | |
131 | |
132 # Filter out-of-scren bullets | |
133 # TODO: was_visible thing | |
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134 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)] |
97 | 135 |
136 # Disable boss mode if it is dead/it has timeout | |
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137 if self.boss and self.boss._removed: |
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138 self.boss = None |
97 | 139 |