annotate pytouhou/game/enemymanager.py @ 72:6a08f44fa01b

Handle a few more ANM instructions. pytouhou.game.background needs some serious refactoring.
author Thibaut Girka <thib@sitedethib.com>
date Sun, 28 Aug 2011 01:23:11 +0200
parents a142e57218a0
children e4af16a019d3
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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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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.vm.eclrunner import ECLRunner
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22 from pytouhou.vm.anmrunner import ANMRunner
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23 from pytouhou.game.sprite import Sprite
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24 from math import cos, sin, atan2
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26
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27 class Enemy(object):
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28 def __init__(self, pos, life, _type, anm_wrapper):
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29 self._anm_wrapper = anm_wrapper
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30 self._sprite = None
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31 self._anmrunner = None
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32 self._removed = False
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33 self._type = _type
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34 self._was_visible = False
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35
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36 self.frame = 0
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37
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38 self.x, self.y = pos
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39 self.life = life
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40 self.max_life = life
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41 self.touchable = True
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42 self.damageable = True
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43 self.death_flags = 0
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44 self.pending_bullets = []
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45 self.bullet_attributes = None
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46 self.bullet_launch_offset = (0, 0)
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47 self.death_callback = None
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48 self.low_life_callback = None
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49 self.low_life_trigger = None
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50 self.timeout = None
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51 self.timeout_callback = None
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52 self.remaining_lives = -1
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53
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54 self.bullet_launch_interval = 0
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55 self.delay_attack = False
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56
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57 self.death_anim = None
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58 self.movement_dependant_sprites = None
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59 self.direction = None
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60 self.interpolator = None #TODO
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61 self.speed_interpolator = None
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62 self.angle = 0.
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63 self.speed = 0.
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64 self.rotation_speed = 0.
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65 self.acceleration = 0.
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66
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67 self.hitbox = (0, 0)
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68 self.screen_box = None
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70
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71 def set_bullet_attributes(self, type_, bullet_anim, launch_anim,
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72 bullets_per_shot, number_of_shots, speed, unknown,
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73 launch_angle, angle, flags):
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74 self.bullet_attributes = (type_, bullet_anim, launch_anim, bullets_per_shot,
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75 number_of_shots, speed, unknown, launch_angle,
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76 angle, flags)
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77 if not self.delay_attack:
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78 self.fire()
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79
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80
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81 def fire(self):
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82 #TODO
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83 pass
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84
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85
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86 def select_player(self, players):
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87 return players[0] #TODO
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88
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89
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90 def get_player_angle(self, player):
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91 return atan2(player.y - self.y, player.x - self.x)
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92
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93
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94 def set_anim(self, index):
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95 self._sprite = Sprite()
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96 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite)
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97
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98
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99 def set_pos(self, x, y, z):
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100 self.x, self.y = x, y
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101 self.interpolator = Interpolator((x, y))
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102 self.interpolator.set_interpolation_start(self.frame, (x, y))
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103
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104
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105 def move_to(self, duration, x, y, z, formula):
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106 if not self.interpolator:
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107 self.interpolator = Interpolator((self.x, self.y), formula)
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108 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y))
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109 self.interpolator.set_interpolation_end(self.frame + duration - 1, (x, y))
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111
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112 def stop_in(self, duration):
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113 #TODO: interpolation method and start/stop frame
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114 # See 97 vs 98 anim conflict
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115 if not self.speed_interpolator:
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116 self.speed_interpolator = Interpolator((self.speed,))
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117 self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,))
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118 self.speed_interpolator.set_interpolation_end(self.frame + duration, (0.,))
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119
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120
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121 def is_visible(self, screen_width, screen_height):
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122 if not self._sprite:
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123 return False
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124
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125 tx, ty, tw, th = self._sprite.texcoords
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126 if self._sprite.corner_relative_placement:
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127 raise Exception #TODO
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128 else:
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diff changeset
129 max_x = tw / 2.
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130 max_y = th / 2.
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131 min_x = -max_x
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132 min_y = -max_y
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diff changeset
133
56
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134 if any((min_x > screen_width - self.x,
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135 max_x < -self.x,
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136 min_y > screen_height - self.y,
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diff changeset
137 max_y < -self.y)):
23
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138 return False
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139 return True
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diff changeset
140
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141
36
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142 def get_objects_by_texture(self):
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143 objects_by_texture = {}
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diff changeset
144 key = self._sprite.anm.first_name, self._sprite.anm.secondary_name
72
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145 key = (key, self._sprite.blendfunc)
36
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146 if not key in objects_by_texture:
37
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diff changeset
147 objects_by_texture[key] = (0, [], [], [])
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148 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices)
36
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149 objects_by_texture[key][1].extend(vertices)
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150 objects_by_texture[key][2].extend(self._sprite._uvs)
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151 objects_by_texture[key][3].extend(self._sprite._colors)
36
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152 #TODO: effects/bullet launch
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153 return objects_by_texture
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154
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diff changeset
155
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diff changeset
156 def update(self):
21
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diff changeset
157 x, y = self.x, self.y
57
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158 if self.interpolator:
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diff changeset
159 self.interpolator.update(self.frame)
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diff changeset
160 x, y = self.interpolator.values
21
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diff changeset
161
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162 self.speed += self.acceleration #TODO: units? Execution order?
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163 self.angle += self.rotation_speed #TODO: units? Execution order?
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164
57
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diff changeset
165
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166 if self.speed_interpolator:
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diff changeset
167 self.speed_interpolator.update(self.frame)
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diff changeset
168 self.speed, = self.speed_interpolator.values
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diff changeset
169
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diff changeset
170
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171 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
49
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diff changeset
172 if self._type & 2:
21
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173 x -= dx
18
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174 else:
21
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175 x += dx
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176 y += dy
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177
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178 if self.movement_dependant_sprites:
57
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diff changeset
179 #TODO: is that really how it works? Almost.
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180 # Sprite determination is done only once per changement, and is
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diff changeset
181 # superseeded by ins_97.
62
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diff changeset
182 end_left, end_right, left, right = self.movement_dependant_sprites
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diff changeset
183 if x < self.x and self.direction != -1:
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diff changeset
184 self.set_anim(left)
22
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diff changeset
185 self.direction = -1
62
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diff changeset
186 elif x > self.x and self.direction != +1:
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diff changeset
187 self.set_anim(right)
22
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diff changeset
188 self.direction = +1
62
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diff changeset
189 elif x == self.x and self.direction is not None:
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diff changeset
190 self.set_anim({-1: end_left, +1: end_right}[self.direction])
22
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diff changeset
191 self.direction = None
21
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diff changeset
192
50
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diff changeset
193
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diff changeset
194 if self.screen_box:
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diff changeset
195 xmin, ymin, xmax, ymax = self.screen_box
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diff changeset
196 x = max(xmin, min(x, xmax))
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diff changeset
197 y = max(ymin, min(y, ymax))
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diff changeset
198
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diff changeset
199
21
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diff changeset
200 self.x, self.y = x, y
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diff changeset
201
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diff changeset
202 #TODO
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diff changeset
203 if self._anmrunner and not self._anmrunner.run_frame():
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diff changeset
204 self._anmrunner = None
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diff changeset
205
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diff changeset
206 if self._sprite:
69
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diff changeset
207 if self._sprite._removed:
49
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diff changeset
208 self._sprite = None
69
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diff changeset
209 else:
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diff changeset
210 self._sprite.update()
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diff changeset
211 if self._sprite._changed:
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diff changeset
212 self._sprite.update_vertices_uvs_colors()
36
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diff changeset
213
18
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214 self.frame += 1
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215
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216
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217
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diff changeset
218 class EnemyManager(object):
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff changeset
219 def __init__(self, stage, anm_wrapper, ecl, game_state):
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diff changeset
220 self._game_state = game_state
18
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221 self.stage = stage
21
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diff changeset
222 self.anm_wrapper = anm_wrapper
18
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diff changeset
223 self.main = []
23
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diff changeset
224 self.ecl = ecl
18
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225 self.objects_by_texture = {}
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226 self.enemies = []
49
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diff changeset
227 self.processes = []
18
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228
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diff changeset
229 # Populate main
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230 for frame, sub, instr_type, args in ecl.main:
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diff changeset
231 if not self.main or self.main[-1][0] < frame:
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diff changeset
232 self.main.append((frame, [(sub, instr_type, args)]))
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233 elif self.main[-1][0] == frame:
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diff changeset
234 self.main[-1][1].append((sub, instr_type, args))
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235
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diff changeset
236
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diff changeset
237 def update(self, frame):
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diff changeset
238 if self.main and self.main[0][0] == frame:
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diff changeset
239 for sub, instr_type, args in self.main.pop(0)[1]:
20
6ebf9539c077 Handle more enemies types and movements
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parents: 18
diff changeset
240 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy
18
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parents:
diff changeset
241 x, y, z, life, unknown1, unknown2, unknown3 = args
40
ce662b372ee0 HANDLE RANDOM PLACEMENT (main flag 4) with results identical to 102h.exe \o/ \o/ \o/
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parents: 37
diff changeset
242 if instr_type & 4:
50
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parents: 49
diff changeset
243 if x < -990: #102h.exe@0x411820
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diff changeset
244 x = self._game_state.prng.rand_double() * 368
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diff changeset
245 if y < -990: #102h.exe@0x41184b
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diff changeset
246 y = self._game_state.prng.rand_double() * 416
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diff changeset
247 if z < -990: #102h.exe@0x411881
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diff changeset
248 y = self._game_state.prng.rand_double() * 800
49
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diff changeset
249 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper)
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diff changeset
250 self.enemies.append(enemy)
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diff changeset
251 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state))
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diff changeset
252
23
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parents: 22
diff changeset
253
49
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diff changeset
254 # Run processes
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diff changeset
255 self.processes[:] = (process for process in self.processes if process.run_iteration())
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diff changeset
256
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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257 # Filter of destroyed enemies
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258 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed)
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259
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260 # Update enemies
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261 for enemy in self.enemies:
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262 enemy.update()
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263
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264 # Filter out non-visible enemies
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265 visible_enemies = [enemy for enemy in self.enemies if enemy.is_visible(384, 448)] #TODO
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266 for enemy in visible_enemies:
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267 enemy._was_visible = True
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268
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269 # Filter out-of-screen enemies
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270 for enemy in tuple(self.enemies):
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271 if enemy._was_visible and not enemy in visible_enemies:
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272 enemy._removed = True
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273 self.enemies.remove(enemy)
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274
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275 #TODO: disable boss mode if it is dead/it has timeout
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276 if self._game_state.boss and self._game_state.boss._removed:
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277 self._game_state.boss = None
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278
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279 # Add enemies to vertices/uvs
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280 self.objects_by_texture = {}
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281 for enemy in visible_enemies:
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282 if enemy.is_visible(384, 448): #TODO
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283 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items():
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284 if not key in self.objects_by_texture:
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285 self.objects_by_texture[key] = (0, [], [], [])
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286 self.objects_by_texture[key][1].extend(vertices)
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287 self.objects_by_texture[key][2].extend(uvs)
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288 self.objects_by_texture[key][3].extend(colors)
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289 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items():
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290 nb_vertices = len(vertices)
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291 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
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292 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs))
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293 colors = pack('B' * (4 * nb_vertices), *chain(*colors))
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294 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
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295