Mercurial > touhou
annotate pytouhou/games/eosd.py @ 494:6be9c99a3a24
Merge PlayerState into Player, fix player respawn position.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 14 Oct 2013 12:11:01 +0200 |
parents | 887de1309491 |
children | c622eaf64428 |
rev | line source |
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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 |
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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.lasertype import LaserType |
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20 from pytouhou.game.itemtype import ItemType |
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21 from pytouhou.game.player import Player |
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22 from pytouhou.game.orb import Orb |
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23 from pytouhou.game.effect import Effect |
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24 from pytouhou.game.text import Text, Counter, Gauge, NativeText |
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25 from pytouhou.game.background import Background |
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26 |
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27 from pytouhou.vm.eclrunner import ECLMainRunner |
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28 |
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29 |
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30 class EoSDCommon(object): |
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31 def __init__(self, resource_loader, player_characters, continues, stage): |
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32 self.etama = resource_loader.get_multi_anm(('etama3.anm', 'etama4.anm')) |
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33 self.bullet_types = [BulletType(self.etama[0], 0, 11, 14, 15, 16, hitbox_size=2, |
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34 type_id=0), |
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35 BulletType(self.etama[0], 1, 12, 17, 18, 19, hitbox_size=3, |
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36 type_id=1), |
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37 BulletType(self.etama[0], 2, 12, 17, 18, 19, hitbox_size=2, |
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38 type_id=2), |
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39 BulletType(self.etama[0], 3, 12, 17, 18, 19, hitbox_size=3, |
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40 type_id=3), |
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41 BulletType(self.etama[0], 4, 12, 17, 18, 19, hitbox_size=2.5, |
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42 type_id=4), |
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43 BulletType(self.etama[0], 5, 12, 17, 18, 19, hitbox_size=2, |
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44 type_id=5), |
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45 BulletType(self.etama[0], 6, 13, 20, 20, 20, hitbox_size=8, |
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46 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), |
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47 type_id=6), |
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48 BulletType(self.etama[0], 7, 13, 20, 20, 20, hitbox_size=5.5, |
470
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49 launch_anim_offsets=(1, 1, 1, 1), |
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50 type_id=7), |
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51 BulletType(self.etama[0], 8, 13, 20, 20, 20, hitbox_size=4.5, |
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52 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), |
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53 type_id=8), |
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54 BulletType(self.etama[1], 0, 1, 2, 2, 2, hitbox_size=16, |
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55 launch_anim_offsets=(0, 1, 2, 3), |
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56 type_id=9)] |
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57 |
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58 self.laser_types = [LaserType(self.etama[0], 9), |
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59 LaserType(self.etama[0], 10)] |
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60 |
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61 self.item_types = [ItemType(self.etama[0], 0, 7), #Power |
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62 ItemType(self.etama[0], 1, 8), #Point |
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63 ItemType(self.etama[0], 2, 9), #Big power |
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64 ItemType(self.etama[0], 3, 10), #Bomb |
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65 ItemType(self.etama[0], 4, 11), #Full power |
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66 ItemType(self.etama[0], 5, 12), #1up |
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67 ItemType(self.etama[0], 6, 13)] #Star |
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68 |
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69 self.enemy_face = [('face03a.anm', 'face03b.anm'), |
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70 ('face05a.anm',), |
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71 ('face06a.anm', 'face06b.anm'), |
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72 ('face08a.anm', 'face08b.anm'), |
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73 ('face09a.anm', 'face09b.anm'), |
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74 ('face09b.anm', 'face10a.anm', 'face10b.anm'), |
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75 ('face08a.anm', 'face12a.anm', 'face12b.anm', 'face12c.anm')] |
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76 |
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77 default_power = [0, 64, 128, 128, 128, 128, 0][stage] |
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78 |
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79 eosd_characters = resource_loader.get_eosd_characters() |
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80 self.first_character = player_characters[0] // 2 |
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81 self.player_anms = {} |
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82 self.players = [None] * len(player_characters) |
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83 for i, player_character in enumerate(player_characters): |
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84 character = player_character // 2 |
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85 if character not in self.player_anms: |
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86 face = resource_loader.get_multi_anm(('face0%da.anm' % character, |
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87 'face0%db.anm' % character, |
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88 'face0%dc.anm' % character)) |
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89 anm = resource_loader.get_single_anm('player0%d.anm' % character) |
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90 self.player_anms[character] = (anm, face) |
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91 |
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92 self.players[i] = EoSDPlayer(i, self.player_anms[character][0], |
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93 eosd_characters[player_character], |
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94 character, default_power, continues) |
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95 |
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96 self.interface = EoSDInterface(resource_loader, self.players[0]) #XXX |
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97 |
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98 |
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99 |
196
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100 class EoSDGame(Game): |
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101 def __init__(self, resource_loader, stage, rank, difficulty, |
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102 common, nb_bullets_max=640, width=384, height=448, prng=None, |
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103 hints=None, friendly_fire=True): |
235
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104 |
434
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105 self.etama = common.etama #XXX |
430
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106 try: |
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107 self.enm_anm = resource_loader.get_multi_anm(('stg%denm.anm' % stage, |
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108 'stg%denm2.anm' % stage)) |
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109 except KeyError: |
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110 self.enm_anm = resource_loader.get_anm('stg%denm.anm' % stage) |
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111 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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112 self.ecl_runners = [ECLMainRunner(main, ecl.subs, self) for main in ecl.mains] |
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113 |
430
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114 self.spellcard_effect_anm = resource_loader.get_single_anm('eff0%d.anm' % stage) |
428
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115 |
286
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116 self.msg = resource_loader.get_msg('msg%d.dat' % stage) |
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117 msg_anm = [common.player_anms[common.first_character][1], #TODO: does it break bomb face of non-first player? |
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118 resource_loader.get_multi_anm(common.enemy_face[stage - 1])] |
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119 |
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120 self.msg_anm = [[], []] |
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121 for i, anms in enumerate(msg_anm): |
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122 for anm in anms: |
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123 for sprite in anm.sprites.values(): |
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124 self.msg_anm[i].append((anm, sprite)) |
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125 |
494
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126 for player in common.players: |
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127 player._game = self |
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128 |
428
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129 # Load stage data |
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130 self.std = resource_loader.get_stage('stage%d.std' % stage) |
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131 |
430
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132 background_anm = resource_loader.get_single_anm('stg%dbg.anm' % stage) |
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133 self.background = Background(self.std, background_anm) |
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134 |
456
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135 common.interface.start_stage(self, stage) |
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136 self.native_texts = [common.interface.stage_name, common.interface.song_name] |
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137 |
428
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138 self.resource_loader = resource_loader #XXX: currently used for texture preload in pytouhou.ui.gamerunner. Wipe it! |
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139 |
494
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140 Game.__init__(self, common.players, stage, rank, difficulty, |
434
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141 common.bullet_types, common.laser_types, |
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142 common.item_types, nb_bullets_max, width, height, prng, |
492
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143 common.interface, hints, friendly_fire) |
300
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144 |
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145 |
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146 |
322
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147 class EoSDInterface(object): |
487
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148 def __init__(self, resource_loader, player_state): |
434
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149 self.game = None |
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150 self.player_state = player_state |
430
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151 front = resource_loader.get_single_anm('front.anm') |
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152 self.ascii_anm = resource_loader.get_single_anm('ascii.anm') |
300
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153 |
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154 self.width = 640 |
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155 self.height = 480 |
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156 self.game_pos = (32, 16) |
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157 |
303
647bde10353d
Add score/effective_score distinction and prepare for highscore handling.
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158 self.highscore = 1000000 #TODO: read score.dat |
300
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159 self.items = ([Effect((0, 32 * i), 6, front) for i in range(15)] + |
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160 [Effect((416 + 32 * i, 32 * j), 6, front) for i in range(7) for j in range(15)] + |
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161 [Effect((32 + 32 * i, 0), 7, front) for i in range(12)] + |
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162 [Effect((32 + 32 * i, 464), 8, front) for i in range(12)] + |
494
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163 [Effect((0, 0), i, front) for i in reversed(range(6))] + |
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164 [Effect((0, 0), i, front) for i in range(9, 16)]) |
300
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165 for item in self.items: |
304
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166 item.sprite.allow_dest_offset = True #XXX |
300
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167 |
434
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168 self.level_start = [] |
387
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169 |
300
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170 self.labels = { |
430
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171 'highscore': Text((500, 58), self.ascii_anm, front, text='0'), |
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172 'score': Text((500, 82), self.ascii_anm, front, text='0'), |
323
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173 'player': Counter((500, 122), front, front, script=16, value=0), |
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174 'bombs': Counter((500, 146), front, front, script=17, value=0), |
430
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175 'power': Text((500, 186), self.ascii_anm, front, text='0'), |
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176 'graze': Text((500, 206), self.ascii_anm, front, text='0'), |
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177 'points': Text((500, 226), self.ascii_anm, front, text='0'), |
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178 'framerate': Text((512, 464), self.ascii_anm, front), |
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179 'debug?': Text((0, 464), self.ascii_anm, front), |
345
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180 |
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181 # Only when there is a boss. |
430
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182 'boss_lives': Text((80, 16), self.ascii_anm), |
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183 'timeout': Text((384, 16), self.ascii_anm), |
300
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184 } |
345
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|
185 self.labels['boss_lives'].set_color('yellow') |
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186 |
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187 self.boss_items = [ |
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188 Effect((0, 0), 19, front), # Enemy |
346
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|
189 Gauge((100, 24), front), # Gauge |
347
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Show the size of the spellcard life.
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190 Gauge((100, 24), front), # Spellcard gauge |
345
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|
191 ] |
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192 for item in self.boss_items: |
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193 item.sprite.allow_dest_offset = True #XXX |
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194 |
346
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195 |
434
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196 def start_stage(self, game, stage): |
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197 self.game = game |
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198 if stage < 6: |
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199 text = 'STAGE %d' % stage |
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200 elif stage == 6: |
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201 text = 'FINAL STAGE' |
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202 elif stage == 7: |
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203 text = 'EXTRA STAGE' |
456
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204 |
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205 self.stage_name = NativeText((192, 200), unicode(game.std.name), shadow=True, align='center') |
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206 self.stage_name.set_timeout(240, effect='fadeout', duration=60, start=120) |
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207 |
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208 self.set_song_name(game.std.bgms[0][0]) |
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209 |
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210 self.level_start = [Text((16+384/2, 200), self.ascii_anm, text=text, align='center')] #TODO: find the exact location. |
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211 self.level_start[0].set_timeout(240, effect='fadeout', duration=60, start=120) |
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212 self.level_start[0].set_color('yellow') |
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213 |
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214 |
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215 def set_song_name(self, name): |
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216 #TODO: use the correct animation. |
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217 self.song_name = NativeText((384, 432), u'♪ ' + name, shadow=True, align='right') |
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218 self.song_name.set_timeout(240, effect='fadeout', duration=60, start=120) |
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219 |
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220 |
346
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221 def set_boss_life(self): |
356 | 222 if not self.game.boss: |
223 return | |
349 | 224 self.boss_items[1].maximum = self.game.boss._enemy.life or 1 |
225 self.boss_items[2].maximum = self.game.boss._enemy.life or 1 | |
347
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226 |
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227 |
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228 def set_spell_life(self): |
348
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229 self.boss_items[2].set_value(self.game.boss._enemy.low_life_trigger if self.game.boss else 0) |
300
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230 |
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231 |
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232 def update(self): |
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233 for elem in self.items: |
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234 elem.update() |
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235 |
387
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236 for elem in self.level_start: |
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237 elem.update() |
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238 if elem.removed: #XXX |
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239 self.level_start = [] |
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240 |
487
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241 player_state = self.player_state |
300
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242 |
303
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243 self.highscore = max(self.highscore, player_state.effective_score) |
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244 self.labels['highscore'].set_text('%09d' % self.highscore) |
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245 self.labels['score'].set_text('%09d' % player_state.effective_score) |
300
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246 self.labels['power'].set_text('%d' % player_state.power) |
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247 self.labels['graze'].set_text('%d' % player_state.graze) |
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248 self.labels['points'].set_text('%d' % player_state.points) |
323
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249 self.labels['player'].set_value(player_state.lives) |
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250 self.labels['bombs'].set_value(player_state.bombs) |
196
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251 |
350
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252 if self.game.boss: |
345
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253 boss = self.game.boss._enemy |
346
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254 |
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255 life_gauge = self.boss_items[1] |
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256 life_gauge.set_value(boss.life) |
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257 |
347
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258 spell_gauge = self.boss_items[2] |
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259 spell_gauge.sprite.color = (255, 192, 192) |
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260 if boss.life < spell_gauge.value: |
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261 spell_gauge.set_value(boss.life) |
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262 |
345
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263 for item in self.boss_items: |
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264 item.update() |
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265 |
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266 self.labels['boss_lives'].set_text('%d' % boss.remaining_lives) |
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267 self.labels['boss_lives'].changed = True |
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268 |
351
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269 timeout = min((boss.timeout - boss.frame) // 60, 99) |
345
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270 timeout_label = self.labels['timeout'] |
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271 if timeout >= 20: |
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272 timeout_label.set_color('blue') |
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273 elif timeout >= 10: |
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274 timeout_label.set_color('darkblue') |
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275 else: |
379
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276 if timeout >= 5: |
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277 timeout_label.set_color('purple') |
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278 else: |
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279 timeout_label.set_color('red') |
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280 if (boss.timeout - boss.frame) % 60 == 0 and boss.timeout != 0: |
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281 self.game.sfx_player.play('timeout.wav', volume=1.) |
345
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282 timeout_label.set_text('%02d' % (timeout if timeout >= 0 else 0)) |
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283 timeout_label.changed = True |
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284 |
196
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285 |
206
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|
286 |
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287 class EoSDPlayer(Player): |
494
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288 def __init__(self, number, anm, shts, character, power, continues): |
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289 self.sht = shts[0] |
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290 self.focused_sht = shts[1] |
206
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291 |
494
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292 Player.__init__(self, number, anm, character, power, continues) |
229
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293 |
494
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294 self.orbs = [Orb(anm, 128, self), |
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295 Orb(anm, 129, self)] |
206
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296 |
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297 self.orbs[0].offset_x = -24 |
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298 self.orbs[1].offset_x = 24 |
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299 |
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300 self.orb_dx_interpolator = None |
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301 self.orb_dy_interpolator = None |
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302 |
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|
303 |
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|
304 def start_focusing(self): |
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305 self.orb_dx_interpolator = Interpolator((24,), self._game.frame, |
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306 (8,), self._game.frame + 8, |
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307 lambda x: x ** 2) |
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|
308 self.orb_dy_interpolator = Interpolator((0,), self._game.frame, |
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|
309 (-32,), self._game.frame + 8) |
494
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|
310 self.focused = True |
206
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|
311 |
eca53abdfeab
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diff
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|
312 |
eca53abdfeab
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|
313 def stop_focusing(self): |
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314 self.orb_dx_interpolator = Interpolator((8,), self._game.frame, |
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315 (24,), self._game.frame + 8, |
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|
316 lambda x: x ** 2) |
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317 self.orb_dy_interpolator = Interpolator((-32,), self._game.frame, |
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Fix ReimuA, and refactor Player a bit.
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318 (0,), self._game.frame + 8) |
494
6be9c99a3a24
Merge PlayerState into Player, fix player respawn position.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
492
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319 self.focused = False |
206
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320 |
eca53abdfeab
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parents:
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321 |
384
690b5faaa0e6
Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
379
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322 @property |
206
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parents:
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323 def objects(self): |
494
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parents:
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324 return [self] + (self.orbs if self.power >= 8 else []) |
206
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Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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325 |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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326 |
eca53abdfeab
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Thibaut Girka <thib@sitedethib.com>
parents:
200
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327 def update(self, keystate): |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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328 Player.update(self, keystate) |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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329 |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
200
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330 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
200
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331 if self.orb_dx_interpolator: |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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332 self.orb_dx_interpolator.update(self._game.frame) |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
200
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333 dx, = self.orb_dx_interpolator.values |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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334 self.orbs[0].offset_x = -dx |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
200
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changeset
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335 self.orbs[1].offset_x = dx |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
200
diff
changeset
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336 if self.orb_dy_interpolator: |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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337 self.orb_dy_interpolator.update(self._game.frame) |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
200
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338 dy, = self.orb_dy_interpolator.values |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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339 self.orbs[0].offset_y = dy |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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340 self.orbs[1].offset_y = dy |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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341 |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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342 for orb in self.orbs: |
eca53abdfeab
Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
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343 orb.update() |