annotate pytouhou/game/enemymanager.py @ 57:694f25881d0f

Fix move_to interpolation, add support for a few ANM and ECL instructions
author Thibaut Girka <thib@sitedethib.com>
date Tue, 23 Aug 2011 19:27:24 +0200
parents 299de3a9b69f
children 1f591adcea04
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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 itertools import chain
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17 from io import BytesIO
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18 import os
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19 from struct import unpack, pack
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20 from pytouhou.utils.interpolator import Interpolator
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21 from pytouhou.game.eclrunner import ECLRunner
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22 from pytouhou.game.sprite import Sprite
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23 from math import cos, sin, atan2
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24
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25
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26 class Enemy(object):
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27 def __init__(self, pos, life, _type, anm_wrapper):
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28 self._anm_wrapper = anm_wrapper
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29 self._anm = None
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30 self._sprite = None
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31 self._removed = False
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32 self._type = _type
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33 self._was_visible = False
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34
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35 self.frame = 0
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36
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37 self.x, self.y = pos
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38 self.life = life
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39 self.max_life = life
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40 self.pending_bullets = []
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41 self.bullet_attributes = None
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42 self.bullet_launch_offset = (0, 0)
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43 self.vulnerable = True
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44 self.death_callback = None
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45 self.low_life_callback = None
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46 self.low_life_trigger = None
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47 self.timeout = None
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48 self.remaining_lives = -1
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49
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50 self.bullet_launch_interval = 0
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51 self.delay_attack = False
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52
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53 self.death_anim = None
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54 self.movement_dependant_sprites = None
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55 self.direction = None
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56 self.interpolator = None #TODO
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57 self.speed_interpolator = None
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58 self.angle = 0.
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59 self.speed = 0.
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60 self.rotation_speed = 0.
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61 self.acceleration = 0.
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62
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63 self.hitbox = (0, 0)
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64 self.screen_box = None
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65
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66
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67 def set_bullet_attributes(self, type_, bullet_anim, launch_anim,
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68 bullets_per_shot, number_of_shots, speed, unknown,
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69 launch_angle, angle, flags):
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70 self.bullet_attributes = (type_, bullet_anim, launch_anim, bullets_per_shot,
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71 number_of_shots, speed, unknown, launch_angle,
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72 angle, flags)
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73 if not self.delay_attack:
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74 self.fire()
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75
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76
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77 def fire(self):
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78 #TODO
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79 pass
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81
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82 def select_player(self, players):
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83 return players[0] #TODO
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84
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85
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86 def get_player_angle(self, player):
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87 return atan2(player.y - self.y, player.x - self.x)
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88
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89
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90 def set_anim(self, index):
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91 self._anm, self._sprite = self._anm_wrapper.get_sprite(index)
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92
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93
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94 def set_pos(self, x, y, z):
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95 self.x, self.y = x, y
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96 self.interpolator = Interpolator((x, y))
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97 self.interpolator.set_interpolation_start(self.frame, (x, y))
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98
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99
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100 def move_to(self, duration, x, y, z):
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101 if not self.interpolator:
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102 self.interpolator = Interpolator((self.x, self.y))
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103 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y))
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104 self.interpolator.set_interpolation_end(self.frame + duration, (x, y))
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105
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106
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107 def stop_in(self, duration):
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108 if not self.speed_interpolator:
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109 self.speed_interpolator = Interpolator((self.speed,))
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110 self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,))
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111 self.speed_interpolator.set_interpolation_end(self.frame + duration, (0.,))
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112
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113
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114 def is_visible(self, screen_width, screen_height):
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115 if not self._sprite:
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116 return False
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117
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118 tx, ty, tw, th = self._sprite.texcoords
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119 if self._sprite.corner_relative_placement:
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120 raise Exception #TODO
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121 else:
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122 max_x = tw / 2.
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123 max_y = th / 2.
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124 min_x = -max_x
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125 min_y = -max_y
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126
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127 if any((min_x > screen_width - self.x,
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128 max_x < -self.x,
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129 min_y > screen_height - self.y,
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130 max_y < -self.y)):
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131 return False
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132 return True
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133
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134
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135 def get_objects_by_texture(self):
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136 objects_by_texture = {}
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137 key = self._anm.first_name, self._anm.secondary_name
36
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138 if not key in objects_by_texture:
37
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diff changeset
139 objects_by_texture[key] = (0, [], [], [])
49
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140 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices)
36
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141 objects_by_texture[key][1].extend(vertices)
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142 objects_by_texture[key][2].extend(self._sprite._uvs)
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143 objects_by_texture[key][3].extend(self._sprite._colors)
36
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144 #TODO: effects/bullet launch
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145 return objects_by_texture
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146
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147
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148 def update(self, frame):
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diff changeset
149 x, y = self.x, self.y
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150 if self.interpolator:
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diff changeset
151 self.interpolator.update(self.frame)
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152 x, y = self.interpolator.values
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153
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154 self.speed += self.acceleration #TODO: units? Execution order?
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155 self.angle += self.rotation_speed #TODO: units? Execution order?
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156
57
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157
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158 if self.speed_interpolator:
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159 self.speed_interpolator.update(self.frame)
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diff changeset
160 self.speed, = self.speed_interpolator.values
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161
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162
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163 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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164 if self._type & 2:
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165 x -= dx
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166 else:
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167 x += dx
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168 y += dy
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169
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170 if self.movement_dependant_sprites:
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171 #TODO: is that really how it works? Almost.
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172 # Sprite determination is done only once per changement, and is
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173 # superseeded by ins_97.
22
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174 if x < self.x:
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175 self.set_anim(self.movement_dependant_sprites[2])
22
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176 self.direction = -1
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177 elif x > self.x:
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178 self.set_anim(self.movement_dependant_sprites[3])
22
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179 self.direction = +1
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180 elif self.direction is not None:
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181 self.set_anim(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]])
22
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182 self.direction = None
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183
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184
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185 if self.screen_box:
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186 xmin, ymin, xmax, ymax = self.screen_box
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187 x = max(xmin, min(x, xmax))
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188 y = max(ymin, min(y, ymax))
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189
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diff changeset
190
21
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191 self.x, self.y = x, y
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192 if self._sprite:
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193 changed = self._sprite.update()
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194 visible = self.is_visible(384, 448)
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195 if changed and visible:
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196 self._sprite.update_vertices_uvs_colors()
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197 elif not self._sprite.playing:
34
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198 visible = False
49
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199 self._sprite = None
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200 else:
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201 visible = False
18
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202
36
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diff changeset
203
18
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204 self.frame += 1
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205 return visible
18
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206
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207
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208
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209 class EnemyManager(object):
49
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210 def __init__(self, stage, anm_wrapper, ecl, game_state):
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211 self._game_state = game_state
18
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212 self.stage = stage
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213 self.anm_wrapper = anm_wrapper
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214 self.main = []
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215 self.ecl = ecl
18
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216 self.objects_by_texture = {}
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217 self.enemies = []
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218 self.processes = []
18
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219
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220 # Populate main
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221 for frame, sub, instr_type, args in ecl.main:
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222 if not self.main or self.main[-1][0] < frame:
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223 self.main.append((frame, [(sub, instr_type, args)]))
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224 elif self.main[-1][0] == frame:
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225 self.main[-1][1].append((sub, instr_type, args))
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226
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227
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228 def update(self, frame):
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229 if self.main and self.main[0][0] == frame:
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230 for sub, instr_type, args in self.main.pop(0)[1]:
20
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diff changeset
231 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy
18
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diff changeset
232 x, y, z, life, unknown1, unknown2, unknown3 = args
40
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diff changeset
233 if instr_type & 4:
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diff changeset
234 if x < -990: #102h.exe@0x411820
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diff changeset
235 x = self._game_state.prng.rand_double() * 368
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diff changeset
236 if y < -990: #102h.exe@0x41184b
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diff changeset
237 y = self._game_state.prng.rand_double() * 416
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diff changeset
238 if z < -990: #102h.exe@0x411881
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diff changeset
239 y = self._game_state.prng.rand_double() * 800
49
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diff changeset
240 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper)
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diff changeset
241 self.enemies.append(enemy)
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diff changeset
242 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state))
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diff changeset
243
23
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parents: 22
diff changeset
244
49
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diff changeset
245 # Run processes
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diff changeset
246 self.processes[:] = (process for process in self.processes if process.run_iteration())
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diff changeset
247
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diff changeset
248 # Filter of destroyed enemies
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diff changeset
249 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed)
18
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250
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251 # Update enemies
32
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diff changeset
252 visible_enemies = [enemy for enemy in self.enemies if enemy.update(frame)]
56
299de3a9b69f Filter out off-screen enemies (the same way the official game does)
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diff changeset
253 for enemy in visible_enemies:
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diff changeset
254 enemy._was_visible = True
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diff changeset
255
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diff changeset
256 # Filter out-of-screen enemies
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diff changeset
257 for enemy in tuple(self.enemies):
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258 if enemy._was_visible and not enemy in visible_enemies:
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259 enemy._removed = True
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260 self.enemies.remove(enemy)
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261
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262
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263 #TODO: disable boss mode if it is dead/it has timeout
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264 if self._game_state.boss and self._game_state.boss._removed:
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265 self._game_state.boss = None
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266
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267
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268 # Add enemies to vertices/uvs
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269 self.objects_by_texture = {}
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47543594ff66 Can't stop optimizing!
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270 for enemy in visible_enemies:
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271 if enemy.is_visible(384, 448): #TODO
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272 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items():
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273 if not key in self.objects_by_texture:
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274 self.objects_by_texture[key] = (0, [], [], [])
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275 self.objects_by_texture[key][1].extend(vertices)
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276 self.objects_by_texture[key][2].extend(uvs)
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277 self.objects_by_texture[key][3].extend(colors)
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278 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items():
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279 nb_vertices = len(vertices)
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280 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
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281 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs))
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282 colors = pack('B' * (4 * nb_vertices), *chain(*colors))
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283 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
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284