annotate pytouhou/game/game.py @ 148:6460814b68ea

Work around a bug in nouveau
author Thibaut Girka <thib@sitedethib.com>
date Tue, 04 Oct 2011 17:52:37 +0200
parents ea21bb37febe
children 4f46717390aa
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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
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18 from pytouhou.vm.eclrunner import ECLMainRunner
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19
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20 from pytouhou.game.player import Player
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21 from pytouhou.game.enemy import Enemy
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23
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24 class GameState(object):
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25 __slots__ = ('resource_loader', 'bullets', 'players', 'rank', 'difficulty', 'frame',
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26 'stage', 'boss', 'prng', 'bullet_types', 'characters', 'nb_bullets_max')
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27 def __init__(self, resource_loader, players, stage, rank, difficulty,
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28 bullet_types, characters, nb_bullets_max):
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29 self.resource_loader = resource_loader
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30
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31 self.bullet_types = bullet_types
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32 self.characters = characters
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33
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34 self.bullets = []
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35 self.nb_bullets_max = nb_bullets_max
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36
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37 self.stage = stage
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38 self.players = players
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39 self.rank = rank
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40 self.difficulty = difficulty
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41 self.boss = None
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42 self.prng = Random()
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43 self.frame = 0
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44
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45
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46
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47 class Game(object):
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48 def __init__(self, resource_loader, player_states, stage, rank, difficulty,
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49 bullet_types, characters, nb_bullets_max=None):
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50 self.game_state = GameState(resource_loader, player_states, stage,
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51 rank, difficulty,
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52 bullet_types, characters, nb_bullets_max)
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53
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54 self.players = [Player(player_state, characters[player_state.character]) for player_state in player_states]
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55 self.enemies = []
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56
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57 self.bonuses = []
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58
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59 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage,
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60 'stg%denm2.anm' % stage))
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61 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage)
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62 self.ecl_runner = ECLMainRunner(ecl, self.new_enemy, self.game_state)
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63
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64
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65 def new_enemy(self, pos, life, instr_type, pop_enemy):
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66 enemy = Enemy(pos, life, instr_type, self.enm_anm_wrapper, self.game_state, pop_enemy)
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67 self.enemies.append(enemy)
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68 return enemy
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70
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71 def run_iter(self, keystate):
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72 # 1. VMs.
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73 self.ecl_runner.run_iter()
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74
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75 # 2. Filter out destroyed enemies
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76 self.enemies = [enemy for enemy in self.enemies if not enemy._removed]
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77
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78 # 3. Let's play!
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79 #TODO: check update orders
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80 for player in self.players:
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81 player.update(keystate) #TODO: differentiate keystates (multiplayer mode)
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82 if player.state.x < 8.:
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83 player.state.x = 8.
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84 if player.state.x > 384.-8: #TODO
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85 player.state.x = 384.-8
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86 if player.state.y < 16.:
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87 player.state.y = 16.
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88 if player.state.y > 448.-16: #TODO
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89 player.state.y = 448.-16
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90
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91 for enemy in self.enemies:
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92 enemy.update()
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93
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94 for bullet in self.game_state.bullets:
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95 bullet.update()
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96
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97 # 4. Check for collisions!
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98 #TODO
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99 for player in self.players:
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100 px, py = player.x, player.y
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101 phalf_size = player.hitbox_half_size
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102 px1, px2 = px - phalf_size, px + phalf_size
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103 py1, py2 = py - phalf_size, py + phalf_size
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104 for bullet in self.game_state.bullets:
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105 half_size = bullet.hitbox_half_size
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106 bx, by = bullet.x, bullet.y
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107 bx1, bx2 = bx - half_size, bx + half_size
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108 by1, by2 = by - half_size, by + half_size
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109
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110 if not (bx2 < px1 or bx1 > px2
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111 or by2 < py1 or by1 > py2):
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112 print('collided!') #TODO
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113
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114 # 5. Cleaning
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115 self.cleanup()
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116
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117 self.game_state.frame += 1
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118
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119
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120 def cleanup(self):
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121 # Filter out non-visible enemies
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122 for enemy in tuple(self.enemies):
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123 if enemy.is_visible(384, 448): #TODO
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124 enemy._was_visible = True
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125 elif enemy._was_visible:
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126 # Filter out-of-screen enemy
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127 enemy._removed = True
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128 self.enemies.remove(enemy)
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129
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130 # Filter out-of-scren bullets
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131 # TODO: was_visible thing
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132 self.game_state.bullets = [bullet for bullet in self.game_state.bullets if bullet.is_visible(384, 448)]
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133
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134 # Disable boss mode if it is dead/it has timeout
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135 if self.game_state.boss and self.game_state.boss._removed:
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136 self.game_state.boss = None
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Thibaut Girka <thib@sitedethib.com>
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