Mercurial > touhou
annotate pytouhou/game/enemy.py @ 248:77b83064b57e
Use the correct animation for player death.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 21 Jan 2012 21:03:53 +0100 |
parents | fb3a263213d1 |
children | 4b549894ef6b |
rev | line source |
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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.effect import Effect |
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21 from math import cos, sin, atan2, pi |
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22 |
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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._visible = True |
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32 self._type = _type |
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33 self._bonus_dropped = bonus_dropped |
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34 self._die_score = die_score #TODO: use it |
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35 self._was_visible = False |
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36 |
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37 self.frame = 0 |
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38 |
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39 self.x, self.y = pos |
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40 self.life = 1 if life < 0 else life |
36 | 41 self.max_life = life |
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42 self.touchable = True |
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43 self.collidable = True |
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44 self.damageable = True |
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45 self.death_flags = 0 |
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46 self.boss = False |
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47 self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) |
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48 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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49 self.bullet_attributes = None |
36 | 50 self.bullet_launch_offset = (0, 0) |
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51 self.death_callback = None |
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52 self.boss_callback = None |
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53 self.low_life_callback = None |
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54 self.low_life_trigger = None |
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55 self.timeout = None |
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56 self.timeout_callback = None |
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57 self.remaining_lives = -1 |
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58 |
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59 self.automatic_orientation = False |
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60 |
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61 self.bullet_launch_interval = 0 |
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62 self.bullet_launch_timer = 0 |
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63 self.delay_attack = False |
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64 |
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65 self.death_anim = 0 |
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66 self.movement_dependant_sprites = None |
22 | 67 self.direction = None |
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68 self.interpolator = None #TODO |
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69 self.speed_interpolator = None |
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70 self.angle = 0. |
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71 self.speed = 0. |
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72 self.rotation_speed = 0. |
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73 self.acceleration = 0. |
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74 |
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75 self.hitbox = (0, 0) |
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76 self.hitbox_half_size = (0, 0) |
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77 self.screen_box = None |
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78 |
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79 self.aux_anm = 8 * [None] |
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80 |
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81 |
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82 def objects(self): |
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83 return [anm for anm in self.aux_anm if anm] |
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84 |
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85 |
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86 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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87 bullets_per_shot, number_of_shots, speed, speed2, |
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88 launch_angle, angle, flags): |
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89 |
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90 # Apply difficulty-specific modifiers |
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91 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs |
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92 diff_coeff = self._game.difficulty / 32. |
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93 |
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94 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff |
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95 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. |
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96 bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) |
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97 number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) |
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98 |
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99 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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100 number_of_shots, speed, speed2, launch_angle, |
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101 angle, flags) |
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102 if not self.delay_attack: |
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103 self.fire() |
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104 |
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105 |
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106 def set_bullet_launch_interval(self, value, start=0.): |
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107 # Apply difficulty-specific modifiers: |
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108 value *= 1. - .4 * (self._game.difficulty - 16.) / 32. |
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109 |
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110 self.bullet_launch_interval = int(value) |
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111 self.bullet_launch_timer = int(value * start) |
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112 |
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113 |
207 | 114 def fire(self, offset=None, bullet_attributes=None, launch_pos=None): |
123 | 115 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
207 | 116 speed, speed2, launch_angle, angle, flags) = bullet_attributes or self.bullet_attributes |
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117 |
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118 bullet_type = self._game.bullet_types[type_idx] |
123 | 119 |
207 | 120 if not launch_pos: |
121 ox, oy = offset or self.bullet_launch_offset | |
122 launch_pos = self.x + ox, self.y + oy | |
109
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123 |
104
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124 if speed2 < 0.3: |
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125 speed2 = 0.3 |
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126 |
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127 self.bullet_launch_timer = 0 |
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128 |
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129 player = self.select_player() |
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130 |
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131 if type_ in (67, 69, 71): |
132
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132 launch_angle += self.get_player_angle(player, launch_pos) |
135
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133 if type_ in (69, 70, 71, 74): |
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134 angle = 2. * pi / bullets_per_shot |
247
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135 if type_ == 71 and bullets_per_shot % 2 or type_ in (69, 70) and not bullets_per_shot % 2: |
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136 launch_angle += pi / bullets_per_shot |
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137 if type_ != 75: |
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138 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
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139 |
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140 bullets = self._game.bullets |
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141 nb_bullets_max = self._game.nb_bullets_max |
106 | 142 |
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143 for shot_nb in range(number_of_shots): |
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144 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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145 bullet_angle = launch_angle |
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146 for bullet_nb in range(bullets_per_shot): |
143 | 147 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
148 break | |
149 | |
135
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150 if type_ == 75: # 102h.exe@0x4138cf |
151
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151 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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152 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
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153 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 154 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 155 bullet_angle, shot_speed, |
156 self.extended_bullet_attributes, | |
151
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157 flags, player, self._game)) |
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158 bullet_angle += angle |
48
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159 |
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160 |
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161 def select_player(self, players=None): |
151
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162 return (players or self._game.players)[0] #TODO |
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163 |
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164 |
132
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165 def get_player_angle(self, player=None, pos=None): |
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166 player = player or self.select_player() |
132
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167 x, y = pos or (self.x, self.y) |
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168 return atan2(player.y - y, player.x - x) |
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169 |
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170 |
49
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171 def set_anim(self, index): |
69
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172 self._sprite = Sprite() |
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173 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) |
105
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174 self._anmrunner.run_frame() |
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175 |
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176 |
166
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177 def die_anim(self): |
248
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178 anim = {0: 3, 1: 4, 2: 5}[self.death_anim % 256] # The TB is wanted, if index isn’t in these values the original game crashs. |
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179 self._game.new_effect((self.x, self.y), anim) |
190
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180 |
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181 |
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182 def drop_particles(self, number, color): |
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183 #TODO: white particles are only used in stage 3 to 6, |
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184 # in other stages they are blue. |
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185 if color == 0: |
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186 if self._game.stage in [1, 2, 7]: |
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187 color = 3 |
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188 for i in range(number): |
193
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diff
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189 self._game.new_particle((self.x, self.y), color, 4., 256) #TODO: find the real size. |
154
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190 |
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191 |
242
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192 def set_aux_anm(self, number, script): |
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193 self.aux_anm[number] = Effect((self.x, self.y), script, self._anm_wrapper) |
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194 |
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195 |
23
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196 def set_pos(self, x, y, z): |
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197 self.x, self.y = x, y |
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198 self.interpolator = Interpolator((x, y)) |
151
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199 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
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200 |
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201 |
62
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202 def move_to(self, duration, x, y, z, formula): |
57
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203 if not self.interpolator: |
151
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204 frame = self._game.frame |
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205 self.interpolator = Interpolator((self.x, self.y), formula) |
100
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206 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
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207 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
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208 |
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209 self.speed = 0. |
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210 self.angle = atan2(y - self.y, x - self.x) |
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211 |
75
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212 |
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213 def stop_in(self, duration, formula): |
57
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214 if not self.speed_interpolator: |
151
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215 frame = self._game.frame |
75
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216 self.speed_interpolator = Interpolator((self.speed,), formula) |
100
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|
217 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
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218 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
57
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219 |
75
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220 self.speed = 0. |
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221 |
57
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222 |
23
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223 def is_visible(self, screen_width, screen_height): |
73
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224 if self._sprite: |
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225 tx, ty, tw, th = self._sprite.texcoords |
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226 if self._sprite.corner_relative_placement: |
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227 raise Exception #TODO |
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228 else: |
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changeset
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229 tx, ty, tw, th = 0., 0., 0., 0. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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230 |
123 | 231 x, y = self.x, self.y |
73
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232 max_x = tw / 2. |
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233 max_y = th / 2. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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23
diff
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|
234 |
123 | 235 if (max_x < x - screen_width |
236 or max_x < -x | |
237 or max_y < y - screen_height | |
238 or max_y < -y): | |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
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239 return False |
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Refacto ECL stuff, add support for a few instructions, and add some culling
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240 return True |
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241 |
18
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242 |
202
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243 def check_collisions(self): |
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244 # Check for collisions |
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245 ex, ey = self.x, self.y |
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246 ehalf_size_x, ehalf_size_y = self.hitbox_half_size |
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247 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
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248 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
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249 |
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250 damages = 0 |
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251 |
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252 # Check for enemy-bullet collisions |
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253 for bullet in self._game.players_bullets: |
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254 half_size = bullet.hitbox_half_size |
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255 bx, by = bullet.x, bullet.y |
220
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
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212
diff
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|
256 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
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257 by1, by2 = by - half_size[1], by + half_size[1] |
202
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258 |
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259 if not (bx2 < ex1 or bx1 > ex2 |
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260 or by2 < ey1 or by1 > ey2): |
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261 bullet.collide() |
220
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262 damages += bullet.damage |
202
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263 self.drop_particles(1, 1) |
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264 |
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265 # Check for enemy-player collisions |
212
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266 ex1, ex2 = ex - ehalf_size_x * 2. / 3., ex + ehalf_size_x * 2. / 3. |
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267 ey1, ey2 = ey - ehalf_size_y * 2. / 3., ey + ehalf_size_y * 2. / 3. |
210
f5be441d2c42
Implement collidable boolean of enemy.
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209
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268 if self.collidable: |
202
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269 for player in self._game.players: |
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270 px, py = player.x, player.y |
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271 phalf_size = player.hitbox_half_size |
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272 px1, px2 = px - phalf_size, px + phalf_size |
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273 py1, py2 = py - phalf_size, py + phalf_size |
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274 |
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275 #TODO: box-box or point-in-box? |
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276 if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2): |
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277 if not self.boss: |
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278 damages += 10 |
212
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279 player.collide() |
202
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280 |
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281 # Adjust damages |
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282 damages = min(70, damages) |
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283 score = (damages // 5) * 10 #TODO: give to which player? |
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284 |
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285 if self._game.spellcard: |
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286 #TODO: there is a division by 3, somewhere... where is it? |
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287 if damages <= 7: |
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288 damages = 1 if damages else 0 |
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289 else: |
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290 damages //= 7 |
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291 |
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292 # Apply damages |
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293 if self.damageable: |
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294 self.life -= damages |
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295 |
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|
296 |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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diff
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|
297 def update(self): |
21
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
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|
298 x, y = self.x, self.y |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
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56
diff
changeset
|
299 if self.interpolator: |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
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143
diff
changeset
|
300 self.interpolator.update(self._game.frame) |
20
6ebf9539c077
Handle more enemies types and movements
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18
diff
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|
301 x, y = self.interpolator.values |
21
bf225780973f
Small refactoring, and Rumia \o/
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diff
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|
302 |
18
ca26a84916cb
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|
303 self.speed += self.acceleration #TODO: units? Execution order? |
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|
304 self.angle += self.rotation_speed #TODO: units? Execution order? |
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|
305 |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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diff
changeset
|
306 |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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diff
changeset
|
307 if self.speed_interpolator: |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
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143
diff
changeset
|
308 self.speed_interpolator.update(self._game.frame) |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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diff
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|
309 self.speed, = self.speed_interpolator.values |
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|
310 |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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diff
changeset
|
311 |
18
ca26a84916cb
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diff
changeset
|
312 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
|
313 if self._type & 2: |
21
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
314 x -= dx |
18
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|
315 else: |
21
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
316 x += dx |
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Small refactoring, and Rumia \o/
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20
diff
changeset
|
317 y += dy |
bf225780973f
Small refactoring, and Rumia \o/
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20
diff
changeset
|
318 |
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Small refactoring, and Rumia \o/
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20
diff
changeset
|
319 if self.movement_dependant_sprites: |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
changeset
|
320 #TODO: is that really how it works? Almost. |
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diff
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|
321 # Sprite determination is done only once per changement, and is |
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diff
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|
322 # superseeded by ins_97. |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
323 end_left, end_right, left, right = self.movement_dependant_sprites |
1f591adcea04
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57
diff
changeset
|
324 if x < self.x and self.direction != -1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
325 self.set_anim(left) |
22 | 326 self.direction = -1 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
327 elif x > self.x and self.direction != +1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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diff
changeset
|
328 self.set_anim(right) |
22 | 329 self.direction = +1 |
62
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Fix animation determination (ins_98 stuff) and some interpolation functions
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diff
changeset
|
330 elif x == self.x and self.direction is not None: |
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diff
changeset
|
331 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 332 self.direction = None |
21
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diff
changeset
|
333 |
50
811cefefb5c8
Fix a few bugs and add support for a few instructions
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49
diff
changeset
|
334 |
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49
diff
changeset
|
335 if self.screen_box: |
811cefefb5c8
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49
diff
changeset
|
336 xmin, ymin, xmax, ymax = self.screen_box |
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diff
changeset
|
337 x = max(xmin, min(x, xmax)) |
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49
diff
changeset
|
338 y = max(ymin, min(y, ymax)) |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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49
diff
changeset
|
339 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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49
diff
changeset
|
340 |
21
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diff
changeset
|
341 self.x, self.y = x, y |
69
a142e57218a0
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diff
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|
342 |
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Refactor. Move VMs to pytouhou.vm.
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diff
changeset
|
343 #TODO |
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diff
changeset
|
344 if self._anmrunner and not self._anmrunner.run_frame(): |
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diff
changeset
|
345 self._anmrunner = None |
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diff
changeset
|
346 |
183
b6d7ce644f34
Implement two new ECL instructions.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
182
diff
changeset
|
347 if self._sprite and self._visible: |
69
a142e57218a0
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68
diff
changeset
|
348 if self._sprite._removed: |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
Thibaut Girka <thib@sitedethib.com>
parents:
48
diff
changeset
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349 self._sprite = None |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
changeset
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350 else: |
120
4300a832f033
Small refactoring and massive performance improvement
Thibaut Girka <thib@sitedethib.com>
parents:
109
diff
changeset
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351 self._sprite.update_orientation(self.angle, |
4300a832f033
Small refactoring and massive performance improvement
Thibaut Girka <thib@sitedethib.com>
parents:
109
diff
changeset
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352 self.automatic_orientation) |
36 | 353 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
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354 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
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355 if self.bullet_launch_interval != 0: |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
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356 self.bullet_launch_timer += 1 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
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357 if self.bullet_launch_timer == self.bullet_launch_interval: |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
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358 self.fire() |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
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359 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
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360 # Check collisions |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
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361 if self.touchable: |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
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362 self.check_collisions() |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
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363 |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
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364 for anm in self.aux_anm: |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
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365 if anm: |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
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366 anm.x = self.x |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
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367 anm.y = self.y |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
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368 anm.update() |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
|
369 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
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370 self.frame += 1 |
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
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371 |