annotate pytouhou/game/enemy.py @ 177:6e8653ff2b23

Fix boss mode and don’t suicide the boss when she just want to kill the other enemies.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 23 Oct 2011 01:53:44 -0700
parents 35d850502d1f
children 184196480f59
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15
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16 from pytouhou.utils.interpolator import Interpolator
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17 from pytouhou.vm.anmrunner import ANMRunner
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18 from pytouhou.game.sprite import Sprite
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19 from pytouhou.game.bullet import Bullet
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20 from pytouhou.game.item import Item
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21 from math import cos, sin, atan2, pi
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23
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24 class Enemy(object):
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25 def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game):
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26 self._game = game
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27 self._anm_wrapper = anm_wrapper
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28 self._sprite = None
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29 self._anmrunner = None
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30 self._removed = False
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31 self._type = _type
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32 self._bonus_dropped = bonus_dropped
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33 self._die_score = die_score #TODO: use it
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34 self._was_visible = False
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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.boss = False
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45 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.)
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46 self.bullet_attributes = None
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47 self.bullet_launch_offset = (0, 0)
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48 self.death_callback = None
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49 self.boss_callback = None
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50 self.low_life_callback = None
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51 self.low_life_trigger = None
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52 self.timeout = None
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53 self.timeout_callback = None
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54 self.remaining_lives = -1
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55
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56 self.automatic_orientation = False
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57
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58 self.bullet_launch_interval = 0
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59 self.bullet_launch_timer = 0
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60 self.delay_attack = False
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61
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62 self.death_anim = 0
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63 self.movement_dependant_sprites = None
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64 self.direction = None
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65 self.interpolator = None #TODO
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66 self.speed_interpolator = None
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67 self.angle = 0.
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68 self.speed = 0.
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69 self.rotation_speed = 0.
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70 self.acceleration = 0.
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71
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72 self.hitbox = (0, 0)
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73 self.hitbox_half_size = (0, 0)
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74 self.screen_box = None
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75
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76
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77 def set_bullet_attributes(self, type_, anim, sprite_idx_offset,
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78 bullets_per_shot, number_of_shots, speed, speed2,
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79 launch_angle, angle, flags):
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80 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot,
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81 number_of_shots, speed, speed2, launch_angle,
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82 angle, flags)
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83 if not self.delay_attack:
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84 self.fire()
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87 def fire(self):
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88 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots,
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89 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes
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90
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91 bullet_type = self._game.bullet_types[type_idx]
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92
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93 ox, oy = self.bullet_launch_offset
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94 launch_pos = self.x + ox, self.y + oy
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95
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96 if speed2 < 0.3:
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97 speed2 = 0.3
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98
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99 self.bullet_launch_timer = 0
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100
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101 player = self.select_player()
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102
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103 if type_ in (67, 69, 71):
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104 launch_angle += self.get_player_angle(player, launch_pos)
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105 if type_ in (69, 70, 71, 74):
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106 angle = 2. * pi / bullets_per_shot
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107 if type_ == 71:
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108 launch_angle += pi / bullets_per_shot
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109 if type_ != 75:
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110 launch_angle -= angle * (bullets_per_shot - 1) / 2.
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111
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112 bullets = self._game.bullets
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113 nb_bullets_max = self._game.nb_bullets_max
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114
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115 for shot_nb in range(number_of_shots):
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116 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots)
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117 bullet_angle = launch_angle
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118 for bullet_nb in range(bullets_per_shot):
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119 if nb_bullets_max is not None and len(bullets) == nb_bullets_max:
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120 break
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121
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122 if type_ == 75: # 102h.exe@0x4138cf
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123 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle
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124 if type_ in (74, 75): # 102h.exe@0x4138cf
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125 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2
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126 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset,
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127 bullet_angle, shot_speed,
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128 self.extended_bullet_attributes,
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5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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diff changeset
129 flags, player, self._game))
83
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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diff changeset
130 bullet_angle += angle
48
8353c33d53d4 Support a few more instructions
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parents: 46
diff changeset
131
8353c33d53d4 Support a few more instructions
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parents: 46
diff changeset
132
79
ffe2c2b9912c Handle a few more ECL instructions. Prepare for bullet handling \o/
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parents: 75
diff changeset
133 def select_player(self, players=None):
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
134 return (players or self._game.players)[0] #TODO
50
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parents: 49
diff changeset
135
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
136
132
fba45c37ec99 Fix initial angle of bullets with bullet_launch_offset enabled.
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parents: 130
diff changeset
137 def get_player_angle(self, player=None, pos=None):
79
ffe2c2b9912c Handle a few more ECL instructions. Prepare for bullet handling \o/
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parents: 75
diff changeset
138 player = player or self.select_player()
132
fba45c37ec99 Fix initial angle of bullets with bullet_launch_offset enabled.
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parents: 130
diff changeset
139 x, y = pos or (self.x, self.y)
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 130
diff changeset
140 return atan2(player.y - y, player.x - x)
50
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parents: 49
diff changeset
141
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
142
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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parents: 48
diff changeset
143 def set_anim(self, index):
69
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parents: 68
diff changeset
144 self._sprite = Sprite()
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diff changeset
145 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite)
105
572740acdb25 A few changes in the execution order to match 102h.exe
Thibaut Girka <thib@sitedethib.com>
parents: 104
diff changeset
146 self._anmrunner.run_frame()
23
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parents: 22
diff changeset
147
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parents: 22
diff changeset
148
166
dcf32488a2c9 Better enemy death, with animation and (hopefully) correct flags handling.
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parents: 159
diff changeset
149 def on_attack(self, bullet):
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parents: 159
diff changeset
150 if self.damageable:
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parents: 159
diff changeset
151 self.life -= bullet._bullet_type.damage
152
86807b8a63bd Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 151
diff changeset
152
86807b8a63bd Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 151
diff changeset
153
166
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parents: 159
diff changeset
154 def on_collide(self):
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parents: 159
diff changeset
155 self.life -= 80 # found experimentally
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parents: 159
diff changeset
156
154
364935f6e313 Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 152
diff changeset
157
166
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parents: 159
diff changeset
158 def die_anim(self):
173
35d850502d1f Move effects where they should be.
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parents: 171
diff changeset
159 self._game.new_effect((self.x, self.y), self.death_anim)
154
364935f6e313 Implement enemy killing.
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parents: 152
diff changeset
160
364935f6e313 Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 152
diff changeset
161
23
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parents: 22
diff changeset
162 def set_pos(self, x, y, z):
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parents: 22
diff changeset
163 self.x, self.y = x, y
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parents: 22
diff changeset
164 self.interpolator = Interpolator((x, y))
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
165 self.interpolator.set_interpolation_start(self._game.frame, (x, y))
23
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parents: 22
diff changeset
166
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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parents: 22
diff changeset
167
62
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diff changeset
168 def move_to(self, duration, x, y, z, formula):
57
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parents: 56
diff changeset
169 if not self.interpolator:
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
170 frame = self._game.frame
62
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diff changeset
171 self.interpolator = Interpolator((self.x, self.y), formula)
100
5c40cc1b8019 Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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parents: 98
diff changeset
172 self.interpolator.set_interpolation_start(frame, (self.x, self.y))
5c40cc1b8019 Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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parents: 98
diff changeset
173 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y))
23
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parents: 22
diff changeset
174
75
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diff changeset
175 self.speed = 0.
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diff changeset
176 self.angle = atan2(y - self.y, x - self.x)
23
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parents: 22
diff changeset
177
75
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parents: 73
diff changeset
178
b3bd421bb895 Handle a few more ECL instructions
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parents: 73
diff changeset
179 def stop_in(self, duration, formula):
57
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parents: 56
diff changeset
180 if not self.speed_interpolator:
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
181 frame = self._game.frame
75
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diff changeset
182 self.speed_interpolator = Interpolator((self.speed,), formula)
100
5c40cc1b8019 Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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parents: 98
diff changeset
183 self.speed_interpolator.set_interpolation_start(frame, (self.speed,))
5c40cc1b8019 Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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parents: 98
diff changeset
184 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,))
57
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diff changeset
185
75
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diff changeset
186 self.speed = 0.
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diff changeset
187
57
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diff changeset
188
23
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parents: 22
diff changeset
189 def is_visible(self, screen_width, screen_height):
73
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
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parents: 72
diff changeset
190 if self._sprite:
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parents: 72
diff changeset
191 tx, ty, tw, th = self._sprite.texcoords
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parents: 72
diff changeset
192 if self._sprite.corner_relative_placement:
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parents: 72
diff changeset
193 raise Exception #TODO
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parents: 72
diff changeset
194 else:
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diff changeset
195 tx, ty, tw, th = 0., 0., 0., 0.
29
afa91be769ae Don't lose time updating off-screen enemies' sprites
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parents: 23
diff changeset
196
123
d1c82d43bbf3 Various optimizations
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parents: 120
diff changeset
197 x, y = self.x, self.y
73
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
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parents: 72
diff changeset
198 max_x = tw / 2.
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parents: 72
diff changeset
199 max_y = th / 2.
29
afa91be769ae Don't lose time updating off-screen enemies' sprites
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parents: 23
diff changeset
200
123
d1c82d43bbf3 Various optimizations
Thibaut Girka <thib@sitedethib.com>
parents: 120
diff changeset
201 if (max_x < x - screen_width
d1c82d43bbf3 Various optimizations
Thibaut Girka <thib@sitedethib.com>
parents: 120
diff changeset
202 or max_x < -x
d1c82d43bbf3 Various optimizations
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parents: 120
diff changeset
203 or max_y < y - screen_height
d1c82d43bbf3 Various optimizations
Thibaut Girka <thib@sitedethib.com>
parents: 120
diff changeset
204 or max_y < -y):
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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parents: 22
diff changeset
205 return False
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parents: 22
diff changeset
206 return True
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parents: 22
diff changeset
207
18
ca26a84916cb Add preliminary ECL viewer/interpreter.
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parents:
diff changeset
208
69
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
209 def update(self):
21
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
210 x, y = self.x, self.y
57
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
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parents: 56
diff changeset
211 if self.interpolator:
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
212 self.interpolator.update(self._game.frame)
20
6ebf9539c077 Handle more enemies types and movements
Thibaut Girka <thib@sitedethib.com>
parents: 18
diff changeset
213 x, y = self.interpolator.values
21
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
214
18
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parents:
diff changeset
215 self.speed += self.acceleration #TODO: units? Execution order?
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parents:
diff changeset
216 self.angle += self.rotation_speed #TODO: units? Execution order?
ca26a84916cb Add preliminary ECL viewer/interpreter.
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parents:
diff changeset
217
57
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parents: 56
diff changeset
218
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
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parents: 56
diff changeset
219 if self.speed_interpolator:
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
220 self.speed_interpolator.update(self._game.frame)
57
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parents: 56
diff changeset
221 self.speed, = self.speed_interpolator.values
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parents: 56
diff changeset
222
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
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parents: 56
diff changeset
223
18
ca26a84916cb Add preliminary ECL viewer/interpreter.
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parents:
diff changeset
224 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
Thibaut Girka <thib@sitedethib.com>
parents: 48
diff changeset
225 if self._type & 2:
21
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
226 x -= dx
18
ca26a84916cb Add preliminary ECL viewer/interpreter.
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parents:
diff changeset
227 else:
21
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
228 x += dx
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
229 y += dy
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
230
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
231 if self.movement_dependant_sprites:
57
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parents: 56
diff changeset
232 #TODO: is that really how it works? Almost.
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parents: 56
diff changeset
233 # Sprite determination is done only once per changement, and is
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parents: 56
diff changeset
234 # superseeded by ins_97.
62
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents: 57
diff changeset
235 end_left, end_right, left, right = self.movement_dependant_sprites
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
236 if x < self.x and self.direction != -1:
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
237 self.set_anim(left)
22
fa87db09fc3a Fix Rumia's animations
Thibaut Girka <thib@sitedethib.com>
parents: 21
diff changeset
238 self.direction = -1
62
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
239 elif x > self.x and self.direction != +1:
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
240 self.set_anim(right)
22
fa87db09fc3a Fix Rumia's animations
Thibaut Girka <thib@sitedethib.com>
parents: 21
diff changeset
241 self.direction = +1
62
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents: 57
diff changeset
242 elif x == self.x and self.direction is not None:
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
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parents: 57
diff changeset
243 self.set_anim({-1: end_left, +1: end_right}[self.direction])
22
fa87db09fc3a Fix Rumia's animations
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parents: 21
diff changeset
244 self.direction = None
21
bf225780973f Small refactoring, and Rumia \o/
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parents: 20
diff changeset
245
50
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
246
811cefefb5c8 Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents: 49
diff changeset
247 if self.screen_box:
811cefefb5c8 Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents: 49
diff changeset
248 xmin, ymin, xmax, ymax = self.screen_box
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
249 x = max(xmin, min(x, xmax))
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
250 y = max(ymin, min(y, ymax))
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parents: 49
diff changeset
251
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
252
21
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parents: 20
diff changeset
253 self.x, self.y = x, y
69
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parents: 68
diff changeset
254
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
255 #TODO
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
256 if self._anmrunner and not self._anmrunner.run_frame():
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257 self._anmrunner = None
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258
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cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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259 if self._sprite:
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260 if self._sprite._removed:
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261 self._sprite = None
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262 else:
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4300a832f033 Small refactoring and massive performance improvement
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263 self._sprite.update_orientation(self.angle,
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264 self.automatic_orientation)
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f46c18872796 Minor refactoring
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265
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fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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266
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267 if self.bullet_launch_interval != 0:
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268 self.bullet_launch_timer += 1
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269 if self.bullet_launch_timer == self.bullet_launch_interval:
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270 self.fire()
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271
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ca26a84916cb Add preliminary ECL viewer/interpreter.
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272 self.frame += 1
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273