annotate pytouhou/games/eosd.py @ 484:699c8e8c7738

Don't stick with the remote user unless the game has started, avoid skipping to prevent desynchro
author Thibaut Girka <thib@sitedethib.com>
date Thu, 29 Dec 2011 10:35:54 +0100
parents 0595315d3880
children 5afc75f71fed
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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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
206
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15 from pytouhou.utils.interpolator import Interpolator
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16
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17 from pytouhou.game.game import Game
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18 from pytouhou.game.bullettype import BulletType
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19 from pytouhou.game.itemtype import ItemType
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20 from pytouhou.game.player import Player
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21 from pytouhou.game.bullet import Bullet
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22 from pytouhou.game.orb import Orb
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23
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24 from math import pi
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25
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26
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27 SQ2 = 2. ** 0.5 / 2.
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28
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29
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30 class EoSDGame(Game):
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31 def __init__(self, resource_loader, player_states, stage, rank, difficulty, **kwargs):
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32 etama3 = resource_loader.get_anm_wrapper(('etama3.anm',))
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33 etama4 = resource_loader.get_anm_wrapper(('etama4.anm',))
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34 bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4),
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35 BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6),
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36 BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4),
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37 BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6),
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38 BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5),
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39 BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4),
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40 BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16),
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41 BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11),
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42 BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9),
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43 BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)]
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44 #TODO: hitbox
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45 item_types = [ItemType(etama3, 0, 7), #Power
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46 ItemType(etama3, 1, 8), #Point
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47 ItemType(etama3, 2, 9), #Big power
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48 ItemType(etama3, 3, 10), #Bomb
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49 ItemType(etama3, 4, 11), #Full power
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50 ItemType(etama3, 5, 12), #1up
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51 ItemType(etama3, 6, 13)] #Star
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52
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53 eosd_characters = [ReimuA, ReimuB, MarisaA, MarisaB]
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54 players = []
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55 for player in player_states:
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56 players.append(eosd_characters[player.character](player, self, resource_loader))
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57
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58 Game.__init__(self, resource_loader, players, stage, rank, difficulty,
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59 bullet_types, item_types, nb_bullets_max=640, **kwargs)
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60
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61
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62
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63 class EoSDPlayer(Player):
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64 def __init__(self, state, game, anm_wrapper, speeds=None, hitbox_size=2.5, graze_hitbox_size=42.):
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65 Player.__init__(self, state, game, anm_wrapper, speeds=speeds)
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66
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67 self.orbs = [Orb(self.anm_wrapper, 128, self.state, self.orb_fire),
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68 Orb(self.anm_wrapper, 129, self.state, self.orb_fire)]
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69
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70 self.orbs[0].offset_x = -24
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71 self.orbs[1].offset_x = 24
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72
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73 self.orb_dx_interpolator = None
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74 self.orb_dy_interpolator = None
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75
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76
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77 def start_focusing(self):
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78 self.orb_dx_interpolator = Interpolator((24,), self._game.frame,
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79 (8,), self._game.frame + 8,
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80 lambda x: x ** 2)
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81 self.orb_dy_interpolator = Interpolator((0,), self._game.frame,
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82 (-32,), self._game.frame + 8)
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83 self.state.focused = True
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84
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85
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86 def stop_focusing(self):
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87 self.orb_dx_interpolator = Interpolator((8,), self._game.frame,
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88 (24,), self._game.frame + 8,
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89 lambda x: x ** 2)
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90 self.orb_dy_interpolator = Interpolator((-32,), self._game.frame,
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91 (0,), self._game.frame + 8)
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92 self.state.focused = False
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93
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94
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95 def objects(self):
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96 return self.orbs if self.state.power >= 8 else []
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97
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98
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99 def update(self, keystate):
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100 Player.update(self, keystate)
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101
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102 if self.death_time == 0 or self._game.frame - self.death_time > 60:
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103 if self.orb_dx_interpolator:
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104 self.orb_dx_interpolator.update(self._game.frame)
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105 dx, = self.orb_dx_interpolator.values
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106 self.orbs[0].offset_x = -dx
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107 self.orbs[1].offset_x = dx
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108 if self.orb_dy_interpolator:
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109 self.orb_dy_interpolator.update(self._game.frame)
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110 dy, = self.orb_dy_interpolator.values
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111 self.orbs[0].offset_y = dy
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112 self.orbs[1].offset_y = dy
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113
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114 for orb in self.orbs:
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115 orb.update()
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116
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117
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118 def orb_fire(self, orb):
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119 pass
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120
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121
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122
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123 class Reimu(EoSDPlayer):
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124 def __init__(self, state, game, resource_loader):
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125 anm_wrapper = resource_loader.get_anm_wrapper(('player00.anm',))
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126 self.bullet_angle = pi/30 #TODO: check
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127
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128 EoSDPlayer.__init__(self, state, game, anm_wrapper, speeds=(4., 4. * SQ2, 2., 2. * SQ2))
196
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129
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130
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131 def fire(self):
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132 if self.fire_time % self.bullet_launch_interval == 0:
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133 if self.state.power < 16:
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134 bullets_per_shot = 1
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135 elif self.state.power < 48:
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136 bullets_per_shot = 2
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137 elif self.state.power < 96:
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138 bullets_per_shot = 3
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139 elif self.state.power < 128:
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140 bullets_per_shot = 4
199
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diff changeset
141 else:
196
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142 bullets_per_shot = 5
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143
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144 bullets = self._game.players_bullets
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145 nb_bullets_max = self._game.nb_bullets_max
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146
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147 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2.
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148 for bullet_nb in range(bullets_per_shot):
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149 if nb_bullets_max is not None and len(bullets) == nb_bullets_max:
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150 break
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151
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152 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0,
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153 bullet_angle, self.bullet_speed,
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154 (0, 0, 0, 0, 0., 0., 0., 0.),
220
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diff changeset
155 0, self, self._game, damage=48, player_bullet=True))
196
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156 bullet_angle += self.bullet_angle
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157
199
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diff changeset
158 for orb in self.orbs:
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diff changeset
159 orb.fire(orb)
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diff changeset
160
196
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161
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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parents: 200
diff changeset
162
196
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163 class ReimuA(Reimu):
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164 def __init__(self, state, game, resource_loader):
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165 Reimu.__init__(self, state, game, resource_loader)
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166
220
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diff changeset
167 self.bulletA_type = BulletType(self.anm_wrapper, 65, 97, 0, 0, 0, hitbox_size=4) #TODO: verify the hitbox, damage is 14.
196
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168 self.bulletA_speed = 12.
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169
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170
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171 def fire(self):
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172 Reimu.fire(self)
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173
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174 if self.state.power < 8:
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175 return
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176
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177 else:
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178 pass #TODO
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179
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180
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
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parents: 200
diff changeset
181
196
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182 class ReimuB(Reimu):
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183 def __init__(self, state, game, resource_loader):
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184 Reimu.__init__(self, state, game, resource_loader)
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185
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diff changeset
186 self.bulletB_type = BulletType(self.anm_wrapper, 66, 98, 0, 0, 0, hitbox_size=4) #TODO: verify the hitbox.
196
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187 self.bulletB_speed = 22.
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188
199
8ec34c56fed0 Implement orbs.
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diff changeset
189
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diff changeset
190 def fire_spine(self, orb, offset_x):
196
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191 bullets = self._game.players_bullets
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192 nb_bullets_max = self._game.nb_bullets_max
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193
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194 if nb_bullets_max is not None and len(bullets) == nb_bullets_max:
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195 return
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diff changeset
196
199
8ec34c56fed0 Implement orbs.
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diff changeset
197 bullets.append(Bullet((orb.x + offset_x, orb.y), self.bulletB_type, 0,
196
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diff changeset
198 self.bullet_launch_angle, self.bulletB_speed,
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199 (0, 0, 0, 0, 0., 0., 0., 0.),
220
0595315d3880 Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
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diff changeset
200 0, self, self._game, damage=12, player_bullet=True))
196
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diff changeset
201
199
8ec34c56fed0 Implement orbs.
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diff changeset
202 def orb_fire(self, orb):
196
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203 if self.state.power < 8:
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204 return
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parents:
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205
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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206 elif self.state.power < 16:
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parents:
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207 if self.fire_time % 15 == 0:
199
8ec34c56fed0 Implement orbs.
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diff changeset
208 self.fire_spine(orb, 0)
196
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209
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210 elif self.state.power < 32:
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211 if self.fire_time % 10 == 0:
199
8ec34c56fed0 Implement orbs.
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diff changeset
212 self.fire_spine(orb, 0)
196
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diff changeset
213
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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214 elif self.state.power < 48:
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215 if self.fire_time % 8 == 0:
199
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
216 self.fire_spine(orb, 0)
196
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
217
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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diff changeset
218 elif self.state.power < 96:
199
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
219 if self.fire_time % 8 == 0:
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
220 self.fire_spine(orb, -8)
196
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
221 if self.fire_time % 5 == 0:
199
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
222 self.fire_spine(orb, 8)
196
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diff changeset
223
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
224 elif self.state.power < 128:
199
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
225 if self.fire_time % 5 == 0:
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parents: 197
diff changeset
226 self.fire_spine(orb, -12)
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parents: 197
diff changeset
227 if self.fire_time % 10 == 0:
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parents: 197
diff changeset
228 self.fire_spine(orb, 0)
196
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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diff changeset
229 if self.fire_time % 3 == 0:
199
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
230 self.fire_spine(orb, 12)
196
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diff changeset
231
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
232 else:
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
233 if self.fire_time % 3 == 0:
199
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
234 self.fire_spine(orb, -12)
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
235 self.fire_spine(orb, 12)
196
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
236 if self.fire_time % 5 == 0:
199
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
237 self.fire_spine(orb, 0)
8ec34c56fed0 Implement orbs.
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parents: 197
diff changeset
238
8ec34c56fed0 Implement orbs.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 197
diff changeset
239
196
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
240
206
eca53abdfeab Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents: 200
diff changeset
241 class Marisa(EoSDPlayer):
196
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parents:
diff changeset
242 def __init__(self, state, game, resource_loader):
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diff changeset
243 anm_wrapper = resource_loader.get_anm_wrapper(('player01.anm',))
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diff changeset
244 self.bullet_angle = pi/40 #TODO: check
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parents:
diff changeset
245
220
0595315d3880 Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
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parents: 216
diff changeset
246 EoSDPlayer.__init__(self, state, game, anm_wrapper, speeds=(5., 5. * SQ2, 2.5, 2.5 * SQ2))
196
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
247
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
248
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
249 def fire(self):
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250 if self.fire_time % self.bullet_launch_interval == 0:
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parents:
diff changeset
251 if self.state.power < 32:
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diff changeset
252 bullets_per_shot = 1
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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parents:
diff changeset
253 elif self.state.power < 96:
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diff changeset
254 bullets_per_shot = 2
1e501e3b6645 Add a subclass for each character, and implement player attacks.
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diff changeset
255 elif self.state.power < 128:
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256 bullets_per_shot = 3
199
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257 else:
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258 bullets_per_shot = 5
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259
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260 bullets = self._game.players_bullets
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261 nb_bullets_max = self._game.nb_bullets_max
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262
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263 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2.
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264 for bullet_nb in range(bullets_per_shot):
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265 if nb_bullets_max is not None and len(bullets) == nb_bullets_max:
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266 break
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267
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268 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0,
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269 bullet_angle, self.bullet_speed,
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270 (0, 0, 0, 0, 0., 0., 0., 0.),
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271 0, self, self._game, damage=48, player_bullet=True))
196
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272 bullet_angle += self.bullet_angle
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273
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274
200
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275
196
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276 class MarisaA(Marisa):
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277 def __init__(self, state, game, resource_loader):
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278 Marisa.__init__(self, state, game, resource_loader)
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279
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280 #TODO: verify the hitbox and damages.
220
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281 self.bulletA_types = [BulletType(self.anm_wrapper, 65, 0, 0, 0, 0, hitbox_size=4), # damage is 40.
199
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282 BulletType(self.anm_wrapper, 66, 0, 0, 0, 0, hitbox_size=4),
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283 BulletType(self.anm_wrapper, 67, 0, 0, 0, 0, hitbox_size=4),
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284 BulletType(self.anm_wrapper, 68, 0, 0, 0, 0, hitbox_size=4)]
196
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285 self.bulletA_speed_interpolator = None
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286
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287
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288 def fire(self):
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289 Marisa.fire(self)
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290
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291 if self.state.power < 8:
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292 return
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293
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294 else:
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295 pass #TODO
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296
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297
200
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298
196
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299 class MarisaB(Marisa):
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300 def __init__(self, state, game, resource_loader):
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301 Marisa.__init__(self, state, game, resource_loader)
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302
199
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303 #TODO: power damages period
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304 # 8 240 120
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305 # 16 390 170
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306 # 32 480 ???
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307 # 48 510 ???
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308 # 64 760 ???
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309 # 80 840 ???
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310 # 96 1150 270
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311 # 128 1740 330
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312 # The duration of the laser is period - 42.
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313 # The damages are given for one laser shot on one enemy for its entire duration.
196
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314
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315
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316 def fire(self):
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317 Marisa.fire(self)
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318
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319 if self.state.power < 8:
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320 return
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321
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322 else:
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323 pass #TODO
200
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324