Mercurial > touhou
annotate pytouhou/game/enemymanager.py @ 20:6ebf9539c077
Handle more enemies types and movements
author | Thibaut Girka <thib@sitedethib.com> |
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date | Thu, 11 Aug 2011 12:13:48 +0200 |
parents | ca26a84916cb |
children | bf225780973f |
rev | line source |
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1 from itertools import chain |
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2 from io import BytesIO |
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3 import os |
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4 from struct import unpack, pack |
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5 from pytouhou.utils.interpolator import Interpolator |
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6 from pytouhou.game.sprite import Sprite |
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7 from math import cos, sin, atan2 |
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8 |
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9 |
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10 class Enemy(object): |
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11 def __init__(self, pos, life, _type, script, anms): |
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12 self.anms = tuple(anms) |
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13 self.anm = None |
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14 self.script = list(script) |
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15 self.x, self.y = pos |
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16 self.life = life |
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17 self.type = _type |
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18 self.frame = 0 |
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19 self.sprite = None |
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20 |
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21 self.interpolator = None #TODO |
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22 self.angle = 0. |
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23 self.speed = 0. |
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24 self.rotation_speed = 0. |
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25 self.acceleration = 0. |
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26 |
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27 |
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28 def update(self, frame): |
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29 if not self.script: |
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30 return True |
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31 if self.script[0][0] == self.frame: |
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32 for instr_type, rank_mask, param_mask, args in self.script.pop(0)[1]: |
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33 if instr_type == 1: # delete |
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34 return False |
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35 elif instr_type == 97: # set_enemy_sprite |
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36 script_index, = unpack('<I', args) |
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37 if script_index in self.anms[0].scripts: |
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38 self.sprite = Sprite(self.anms[0], script_index) |
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39 self.anm = self.anms[0] |
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40 else: |
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41 self.sprite = Sprite(self.anms[1], script_index) |
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42 self.anm = self.anms[1] |
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43 elif instr_type == 43: # set_pos |
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44 self.x, self.y, z = unpack('<fff', args) |
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45 self.interpolator = Interpolator((self.x, self.y)) #TODO: better interpolation |
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46 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y)) |
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47 elif instr_type == 45: # set_angle_speed |
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48 self.angle, self.speed = unpack('<ff', args) |
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49 elif instr_type == 46: # set_angle |
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50 self.rotation_speed, = unpack('<f', args) |
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51 elif instr_type == 47: # set_speed |
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52 self.speed, = unpack('<f', args) |
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53 elif instr_type == 48: # set_acceleration |
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54 self.acceleration, = unpack('<f', args) |
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55 elif instr_type == 51: # move_towards_player #TODO: main |
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56 unknown, self.speed = unpack('<If', args) #TODO: unknown |
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57 player_x, player_y = 192., 400.#TODO |
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58 self.angle = atan2(player_y - self.y, player_x - self.x) |
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59 elif instr_type == 57: |
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60 duration, x, y, z = unpack('<Ifff', args) |
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61 self.interpolator.set_interpolation_end(self.frame + duration, (x, y)) |
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62 if self.sprite: |
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63 self.sprite.update() |
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64 |
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65 if self.interpolator: |
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66 self.interpolator.update(self.frame) |
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67 x, y = self.interpolator.values |
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68 dx, dy = x - self.x, y - self.y |
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69 #TODO: animations |
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70 if abs(dx) > abs(dy): |
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71 pass #TODO |
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72 else: |
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73 pass #TODO |
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74 self.x, self.y = x, y |
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75 self.speed += self.acceleration #TODO: units? Execution order? |
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76 self.angle += self.rotation_speed #TODO: units? Execution order? |
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77 |
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78 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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79 if self.type & 2: |
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80 self.x -= dx |
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81 else: |
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82 self.x += dx |
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83 self.y += dy |
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84 |
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85 self.frame += 1 |
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86 return True |
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87 |
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88 |
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89 |
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90 class EnemyManager(object): |
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91 def __init__(self, stage, anims, ecl): |
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92 self.stage = stage |
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93 self.anims = tuple(anims) |
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94 self.main = [] |
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95 self.subs = {} |
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96 self.objects_by_texture = {} |
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97 self.enemies = [] |
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98 |
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99 # Populate main |
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100 for frame, sub, instr_type, args in ecl.main: |
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101 if not self.main or self.main[-1][0] < frame: |
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102 self.main.append((frame, [(sub, instr_type, args)])) |
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103 elif self.main[-1][0] == frame: |
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104 self.main[-1][1].append((sub, instr_type, args)) |
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105 |
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106 |
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107 # Populate subs |
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108 for i, sub in enumerate(ecl.subs): |
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109 for frame, instr_type, rank_mask, param_mask, args in sub: |
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110 if i not in self.subs: |
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111 self.subs[i] = [] |
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112 if not self.subs[i] or self.subs[i][-1][0] < frame: |
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113 self.subs[i].append((frame, [(instr_type, rank_mask, param_mask, args)])) |
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114 elif self.subs[i][-1][0] == frame: |
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115 self.subs[i][-1][1].append((instr_type, rank_mask, param_mask, args)) |
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116 |
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117 |
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118 def update(self, frame): |
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119 if self.main and self.main[0][0] == frame: |
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120 for sub, instr_type, args in self.main.pop(0)[1]: |
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121 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy |
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122 x, y, z, life, unknown1, unknown2, unknown3 = args |
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123 self.enemies.append(Enemy((x, y), life, instr_type, self.subs[sub], self.anims)) |
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124 |
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125 # Update enemies |
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126 for enemy in tuple(self.enemies): |
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127 if not enemy.update(frame): |
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128 self.enemies.remove(enemy) |
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129 continue |
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130 |
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131 # Add enemies to vertices/uvs |
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132 self.objects_by_texture = {} |
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133 for enemy in self.enemies: |
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134 ox, oy = enemy.x, enemy.y |
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135 if enemy.sprite: |
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136 key = enemy.anm.first_name, enemy.anm.secondary_name |
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137 if not key in self.objects_by_texture: |
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138 self.objects_by_texture[key] = (0, [], []) |
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139 vertices = tuple((x + ox, y + oy, z) for x, y, z in enemy.sprite._vertices) |
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140 self.objects_by_texture[key][2].extend(enemy.sprite._uvs) |
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141 self.objects_by_texture[key][1].extend(vertices) |
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142 for key, (nb_vertices, vertices, uvs) in self.objects_by_texture.items(): |
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143 nb_vertices = len(vertices) |
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144 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) |
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145 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) |
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146 self.objects_by_texture[key] = (nb_vertices, vertices, uvs) |
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147 |