annotate pytouhou/game/bullet.pyx @ 384:690b5faaa0e6

Make rendering of multiple-sprites elements work like single-sprites.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 02 Oct 2012 13:27:05 +0200
parents b5ab2ad06de8
children ac2891afb0bb
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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 from math import cos, sin, atan2, pi
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16
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17 from pytouhou.utils.interpolator import Interpolator
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18 from pytouhou.vm.anmrunner import ANMRunner
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19 from pytouhou.game.sprite import Sprite
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20
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21
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22 LAUNCHING, LAUNCHED, CANCELLED = range(3)
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23
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24 cdef class Bullet(object):
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25 cdef public unsigned int state, flags, frame, sprite_idx_offset
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26 cdef public double dx, dy, angle, speed #TODO
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27 cdef public object player_bullet, target
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28 cdef public object _game, _bullet_type
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29 cdef public object sprite, anmrunner, removed, was_visible, objects
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30 cdef public object attributes, damage, hitbox_half_size, speed_interpolator, grazed
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31 cdef public object x, y #TODO
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32
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33 def __init__(self, pos, bullet_type, sprite_idx_offset,
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34 angle, speed, attributes, flags, target, game,
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35 player_bullet=False, damage=0, hitbox=None):
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36 self._game = game
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37 self._bullet_type = bullet_type
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38 self.state = LAUNCHING
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39 self.sprite = None
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40 self.anmrunner = None
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41 self.removed = False
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42 self.was_visible = True
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43 self.objects = [self]
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45 if hitbox:
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46 self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.)
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47 else:
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48 self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.)
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49
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50 self.speed_interpolator = None
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51 self.frame = 0
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52 self.grazed = False
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53
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54 self.target = target
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55
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56 self.sprite_idx_offset = sprite_idx_offset
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57
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58 self.flags = flags
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59 self.attributes = list(attributes)
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60
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61 self.x, self.y = pos
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62 self.angle = angle
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63 self.speed = speed
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64 self.dx, self.dy = cos(angle) * speed, sin(angle) * speed
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65
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66 self.player_bullet = player_bullet
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67 self.damage = damage
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68
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69 #TODO
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70 if flags & 14:
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71 if flags & 2:
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72 index = bullet_type.launch_anim2_index
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73 launch_mult = bullet_type.launch_anim_penalties[0]
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74 elif flags & 4:
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75 index = bullet_type.launch_anim4_index
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76 launch_mult = bullet_type.launch_anim_penalties[1]
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77 else:
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78 index = bullet_type.launch_anim8_index
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79 launch_mult = bullet_type.launch_anim_penalties[2]
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80 self.dx, self.dy = self.dx * launch_mult, self.dy * launch_mult
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81 self.sprite = Sprite()
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82 self.anmrunner = ANMRunner(bullet_type.anm_wrapper,
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83 index, self.sprite,
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84 bullet_type.launch_anim_offsets[sprite_idx_offset])
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85 self.anmrunner.run_frame()
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86 else:
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87 self.launch()
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89 if self.player_bullet:
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90 self.sprite.angle = angle - pi
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91 else:
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92 self.sprite.angle = angle
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95 cpdef is_visible(Bullet self, screen_width, screen_height):
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96 tx, ty, tw, th = self.sprite.texcoords
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97 x, y = self.x, self.y
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98
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99 max_x = tw / 2.
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100 max_y = th / 2.
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101
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102 if (max_x < x - screen_width
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103 or max_x < -x
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104 or max_y < y - screen_height
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105 or max_y < -y):
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106 return False
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107 return True
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108
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109
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110 def set_anim(Bullet self, sprite_idx_offset=None):
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111 if sprite_idx_offset is not None:
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112 self.sprite_idx_offset = sprite_idx_offset
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113
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114 bt = self._bullet_type
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115 self.sprite = Sprite()
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116 if self.player_bullet:
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117 self.sprite.angle = self.angle - pi
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118 else:
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119 self.sprite.angle = self.angle
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120 self.anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index,
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121 self.sprite, self.sprite_idx_offset)
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122 self.anmrunner.run_frame()
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124
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125 def launch(Bullet self):
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126 self.state = LAUNCHED
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127 self.frame = 0
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128 self.set_anim()
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129 self.dx, self.dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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130
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131 if self.flags & 1:
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132 self.speed_interpolator = Interpolator((self.speed + 5.,), 0,
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133 (self.speed,), 16)
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134
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135
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136 def collide(Bullet self):
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diff changeset
137 self.cancel()
328
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138 self._game.new_particle((self.x, self.y), 1, 3., 256) #TODO: find the real size.
161
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139
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140
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141 def cancel(Bullet self):
161
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142 # Cancel animation
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143 bt = self._bullet_type
304
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144 self.sprite = Sprite()
163
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parents: 161
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145 if self.player_bullet:
304
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146 self.sprite.angle = self.angle - pi
163
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147 else:
304
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148 self.sprite.angle = self.angle
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149 self.anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index,
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150 self.sprite, bt.launch_anim_offsets[self.sprite_idx_offset])
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diff changeset
151 self.anmrunner.run_frame()
256
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diff changeset
152 self.dx, self.dy = self.dx / 2., self.dy / 2.
161
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diff changeset
153
335
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diff changeset
154 self.state = CANCELLED
161
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parents: 158
diff changeset
155
152
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parents: 151
diff changeset
156
258
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157 def update(Bullet self):
304
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diff changeset
158 if self.anmrunner is not None and not self.anmrunner.run_frame():
335
2350147cf043 Fix bullet cancellation and removal
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parents: 328
diff changeset
159 if self.state == LAUNCHING:
256
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diff changeset
160 #TODO: check if it doesn't skip a frame
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diff changeset
161 self.launch()
335
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diff changeset
162 elif self.state == CANCELLED:
304
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diff changeset
163 self.removed = True
256
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164 else:
304
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165 self.anmrunner = None
122
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166
335
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diff changeset
167 if self.state == LAUNCHING:
256
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diff changeset
168 pass
335
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diff changeset
169 elif self.state == CANCELLED:
256
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diff changeset
170 pass
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171 elif self.flags & 1:
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diff changeset
172 # Initial speed burst
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parents: 255
diff changeset
173 #TODO: use frame instead of interpolator?
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parents: 255
diff changeset
174 if not self.speed_interpolator:
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parents: 255
diff changeset
175 self.flags &= ~1
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parents: 255
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176 elif self.flags & 16:
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diff changeset
177 # Each frame, add a vector to the speed vector
86
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diff changeset
178 length, angle = self.attributes[4:6]
89
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diff changeset
179 angle = self.angle if angle < -900.0 else angle #TODO: is that right?
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
180 self.dx += cos(angle) * length
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181 self.dy += sin(angle) * length
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182 self.speed = (self.dx ** 2 + self.dy ** 2) ** 0.5
304
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diff changeset
183 self.angle = self.sprite.angle = atan2(self.dy, self.dx)
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diff changeset
184 if self.sprite.automatic_orientation:
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185 self.sprite.changed = True
149
3673d55a8448 Fix bullet flags 16 and 32 handling
Thibaut Girka <thib@sitedethib.com>
parents: 145
diff changeset
186 if self.frame == self.attributes[0]: #TODO: include last frame, or not?
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
187 self.flags &= ~16
86
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188 elif self.flags & 32:
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
189 # Each frame, accelerate and rotate
86
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diff changeset
190 #TODO: check
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diff changeset
191 acceleration, angular_speed = self.attributes[4:6]
89
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diff changeset
192 self.speed += acceleration
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diff changeset
193 self.angle += angular_speed
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
194 self.dx = cos(self.angle) * self.speed
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diff changeset
195 self.dy = sin(self.angle) * self.speed
304
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diff changeset
196 self.sprite.angle = self.angle
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diff changeset
197 if self.sprite.automatic_orientation:
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diff changeset
198 self.sprite.changed = True
149
3673d55a8448 Fix bullet flags 16 and 32 handling
Thibaut Girka <thib@sitedethib.com>
parents: 145
diff changeset
199 if self.frame == self.attributes[0]:
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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diff changeset
200 self.flags &= ~32
88
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parents: 86
diff changeset
201 elif self.flags & 448:
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parents: 86
diff changeset
202 #TODO: check
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parents: 86
diff changeset
203 frame, count = self.attributes[0:2]
89
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diff changeset
204 angle, speed = self.attributes[4:6]
122
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parents: 120
diff changeset
205 if self.frame % frame == 0:
89
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parents: 88
diff changeset
206 count = count - 1
88
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parents: 86
diff changeset
207
124
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parents: 123
diff changeset
208 if self.frame != 0:
314
0f88ae611d37 Fix Sakuya's daggers in stage 6.
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parents: 304
diff changeset
209 self.speed = self.speed if speed < -900 else speed
88
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parents: 86
diff changeset
210
124
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parents: 123
diff changeset
211 if self.flags & 64:
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parents: 123
diff changeset
212 self.angle += angle
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Thibaut Girka <thib@sitedethib.com>
parents: 123
diff changeset
213 elif self.flags & 128:
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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parents: 255
diff changeset
214 self.angle = atan2(self.target.y - self.y,
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parents: 255
diff changeset
215 self.target.x - self.x) + angle
124
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parents: 123
diff changeset
216 elif self.flags & 256:
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parents: 123
diff changeset
217 self.angle = angle
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parents: 123
diff changeset
218
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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parents: 255
diff changeset
219 self.dx = cos(self.angle) * self.speed
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parents: 255
diff changeset
220 self.dy = sin(self.angle) * self.speed
304
f3099ebf4f61 Update attribute names to reflect the actual interface.
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diff changeset
221 self.sprite.angle = self.angle
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parents: 267
diff changeset
222 if self.sprite.automatic_orientation:
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diff changeset
223 self.sprite.changed = True
122
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parents: 120
diff changeset
224
127
81e05aed8db5 Fix bullets
Thibaut Girka <thib@sitedethib.com>
parents: 124
diff changeset
225 if count >= 0:
124
f06e96dbed4e Fix a few things with special bullet flags
Thibaut Girka <thib@sitedethib.com>
parents: 123
diff changeset
226 self.speed_interpolator = Interpolator((self.speed,), self.frame,
122
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parents: 120
diff changeset
227 (0.,), self.frame + frame - 1)
89
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parents: 88
diff changeset
228 else:
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diff changeset
229 self.flags &= ~448
88
2cc60137d368 Ugly implementation of three new attack flags.
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parents: 86
diff changeset
230
89
1513f5626656 Fix attack flags implementation
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parents: 88
diff changeset
231 self.attributes[1] = count
256
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parents: 255
diff changeset
232
507dfd6efe0c Refactor pytouhou.game.bullet.
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parents: 255
diff changeset
233 # Common updates
86
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diff changeset
234
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parents: 85
diff changeset
235 if self.speed_interpolator:
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parents: 85
diff changeset
236 self.speed_interpolator.update(self.frame)
314
0f88ae611d37 Fix Sakuya's daggers in stage 6.
Thibaut Girka <thib@sitedethib.com>
parents: 304
diff changeset
237 speed, = self.speed_interpolator.values
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parents: 304
diff changeset
238 self.dx = cos(self.angle) * speed
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parents: 304
diff changeset
239 self.dy = sin(self.angle) * speed
86
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diff changeset
240
256
507dfd6efe0c Refactor pytouhou.game.bullet.
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parents: 255
diff changeset
241 self.x += self.dx
507dfd6efe0c Refactor pytouhou.game.bullet.
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parents: 255
diff changeset
242 self.y += self.dy
84
1a0c78e5a941 Oops O:)
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parents:
diff changeset
243
86
a87a3c080585 Handle a few attack flags
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parents: 85
diff changeset
244 self.frame += 1
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parents: 85
diff changeset
245
258
620134bc51f4 Move bullet visibility check to Bullet to improve performance and prepare handling of flags 1024 and 2048.
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parents: 257
diff changeset
246 # Filter out-of-screen bullets and handle special flags
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parents: 257
diff changeset
247 if self.flags & 448:
304
f3099ebf4f61 Update attribute names to reflect the actual interface.
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parents: 267
diff changeset
248 self.was_visible = False
258
620134bc51f4 Move bullet visibility check to Bullet to improve performance and prepare handling of flags 1024 and 2048.
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parents: 257
diff changeset
249 elif self.is_visible(self._game.width, self._game.height):
304
f3099ebf4f61 Update attribute names to reflect the actual interface.
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parents: 267
diff changeset
250 self.was_visible = True
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parents: 267
diff changeset
251 elif self.was_visible:
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Thibaut Girka <thib@sitedethib.com>
parents: 267
diff changeset
252 self.removed = True
260
e22e0d73f614 Implement bullet flags 1024 and 2048 (bouncing bullet).
Thibaut Girka <thib@sitedethib.com>
parents: 258
diff changeset
253 if self.flags & (1024 | 2048) and self.attributes[0] > 0:
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Thibaut Girka <thib@sitedethib.com>
parents: 258
diff changeset
254 # Bounce!
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parents: 258
diff changeset
255 if self.x < 0 or self.x > self._game.width:
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Thibaut Girka <thib@sitedethib.com>
parents: 258
diff changeset
256 self.angle = pi - self.angle
304
f3099ebf4f61 Update attribute names to reflect the actual interface.
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parents: 267
diff changeset
257 self.removed = False
260
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Thibaut Girka <thib@sitedethib.com>
parents: 258
diff changeset
258 if self.y < 0 or ((self.flags & 1024) and self.y > self._game.height):
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parents: 258
diff changeset
259 self.angle = -self.angle
304
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parents: 267
diff changeset
260 self.removed = False
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parents: 267
diff changeset
261 self.sprite.angle = self.angle
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parents: 267
diff changeset
262 if self.sprite.automatic_orientation:
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parents: 267
diff changeset
263 self.sprite.changed = True
260
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parents: 258
diff changeset
264 self.dx = cos(self.angle) * self.speed
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parents: 258
diff changeset
265 self.dy = sin(self.angle) * self.speed
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Thibaut Girka <thib@sitedethib.com>
parents: 258
diff changeset
266 self.attributes[0] -= 1
258
620134bc51f4 Move bullet visibility check to Bullet to improve performance and prepare handling of flags 1024 and 2048.
Thibaut Girka <thib@sitedethib.com>
parents: 257
diff changeset
267