Mercurial > touhou
annotate pytouhou/game/player.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 | 741860192b56 |
children | 0aab9b34299e |
rev | line source |
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52
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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 |
130 | 16 from pytouhou.game.sprite import Sprite |
17 from pytouhou.vm.anmrunner import ANMRunner | |
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18 from pytouhou.game.bullettype import BulletType |
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19 from pytouhou.game.bullet import Bullet |
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20 |
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21 from math import pi |
130 | 22 |
23 | |
24 class PlayerState(object): | |
25 def __init__(self, character=0, score=0, power=0, lives=0, bombs=0): | |
26 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... | |
27 | |
28 self.score = score | |
29 self.lives = lives | |
30 self.bombs = bombs | |
31 self.power = power | |
32 | |
33 self.graze = 0 | |
34 self.points = 0 | |
35 | |
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36 self.x = 192.0 |
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37 self.y = 384.0 |
130 | 38 |
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39 self.invulnerable_time = 240 |
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40 self.touchable = True |
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41 self.focused = False |
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42 |
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43 self.power_bonus = 0 # Never goes over 30. |
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44 |
130 | 45 |
46 class Player(object): | |
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47 def __init__(self, state, game, anm_wrapper): |
130 | 48 self._sprite = None |
49 self._anmrunner = None | |
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50 self._game = game |
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51 self.anm_wrapper = anm_wrapper |
130 | 52 |
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53 self.speeds = (self.sht.horizontal_vertical_speed, |
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54 self.sht.diagonal_speed, |
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55 self.sht.horizontal_vertical_focused_speed, |
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56 self.sht.diagonal_focused_speed) |
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57 |
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58 self.hitbox_half_size = self.sht.hitbox / 2. |
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59 self.graze_hitbox_half_size = self.sht.graze_hitbox / 2. |
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60 |
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61 self.fire_time = 0 |
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62 |
130 | 63 self.state = state |
64 self.direction = None | |
65 | |
66 self.set_anim(0) | |
67 | |
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68 self.death_time = 0 |
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69 |
130 | 70 |
71 @property | |
72 def x(self): | |
73 return self.state.x | |
74 | |
75 | |
76 @property | |
77 def y(self): | |
78 return self.state.y | |
79 | |
80 | |
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81 def objects(self): |
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82 return [] |
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83 |
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84 |
130 | 85 def set_anim(self, index): |
86 self._sprite = Sprite() | |
87 self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite) | |
88 self._anmrunner.run_frame() | |
89 | |
90 | |
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91 def collide(self): |
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92 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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93 self.death_time = self._game.frame |
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94 self._game.new_effect((self.state.x, self.state.y), 17) |
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95 self._game.modify_difficulty(-1600) |
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96 for i in range(16): |
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97 self._game.new_particle((self.state.x, self.state.y), 2, 4., 256) #TODO: find the real size and range. |
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98 |
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99 |
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100 def start_focusing(self): |
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101 self.state.focused = True |
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102 |
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103 |
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104 def stop_focusing(self): |
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105 self.state.focused = False |
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106 |
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107 |
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108 def fire(self): |
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109 sht = self.focused_sht if self.state.focused else self.sht |
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110 power = min(power for power in sht.shots if self.state.power < power) |
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111 |
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112 bullets = self._game.players_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 in sht.shots[power]: |
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116 if shot.type == 3: # TODO: Lasers aren't implemented yet |
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117 continue |
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118 |
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119 if (self.fire_time + shot.delay) % shot.interval != 0: |
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120 continue |
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121 |
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122 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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123 break |
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124 |
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125 origin = self.orbs[shot.orb - 1] if shot.orb else self |
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126 x = origin.x + shot.pos[0] |
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127 y = origin.y + shot.pos[1] |
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128 |
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129 #TODO: find a better way to do that. |
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130 bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, |
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131 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
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132 0, 0, 0, 0.) |
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133 #TODO: Type 1 (homing bullets) and type 3 (laser) |
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134 if shot.type == 2: |
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135 #TODO: triple-check acceleration! |
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136 bullets.append(Bullet((x, y), bullet_type, 0, |
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137 shot.angle, shot.speed, |
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138 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), |
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139 16, self, self._game, player_bullet=True, |
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140 damage=shot.damage, hitbox=shot.hitbox)) |
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141 else: |
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142 bullets.append(Bullet((x, y), bullet_type, 0, |
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143 shot.angle, shot.speed, |
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144 (0, 0, 0, 0, 0., 0., 0., 0.), |
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145 0, self, self._game, player_bullet=True, |
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146 damage=shot.damage, hitbox=shot.hitbox)) |
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147 |
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148 |
130 | 149 def update(self, keystate): |
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150 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
220
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151 speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] |
172
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152 try: |
220
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153 dx, dy = {16: (0.0, -speed), 32: (0.0, speed), 64: (-speed, 0.0), 128: (speed, 0.0), |
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154 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), |
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155 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] |
172
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156 except KeyError: |
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157 dx, dy = 0.0, 0.0 |
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158 |
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159 if dx < 0 and self.direction != -1: |
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160 self.set_anim(1) |
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161 self.direction = -1 |
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162 elif dx > 0 and self.direction != +1: |
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163 self.set_anim(3) |
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164 self.direction = +1 |
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165 elif dx == 0 and self.direction is not None: |
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166 self.set_anim({-1: 2, +1: 4}[self.direction]) |
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167 self.direction = None |
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168 |
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169 self.state.x += dx |
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170 self.state.y += dy |
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171 |
199
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172 if not self.state.focused and keystate & 4: |
206
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199
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173 self.start_focusing() |
199
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174 elif self.state.focused and not keystate & 4: |
206
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175 self.stop_focusing() |
199
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176 |
172
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177 if self.state.invulnerable_time > 0: |
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178 self.state.invulnerable_time -= 1 |
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179 |
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180 m = self.state.invulnerable_time % 8 |
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181 if m == 0: |
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182 self._sprite.color = (255, 255, 255) |
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183 self._sprite._changed = True |
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184 elif m == 2: |
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185 self._sprite.color = (64, 64, 64) |
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186 self._sprite._changed = True |
130 | 187 |
196
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188 if keystate & 1 and self.fire_time == 0: |
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189 self.fire_time = 30 |
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190 if self.fire_time > 0: |
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191 self.fire() |
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192 self.fire_time -= 1 |
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|
193 |
172
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194 if self.death_time: |
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195 time = self._game.frame - self.death_time |
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196 if time == 6: # too late, you are dead :( |
175
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Don’t collect the items you drop while dying…
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197 self.state.touchable = False |
184
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198 self.state.lives -= 1 |
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199 if self.state.power > 16: |
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200 self.state.power -= 16 |
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201 else: |
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181
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202 self.state.power = 0 |
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203 |
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204 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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181
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205 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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181
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changeset
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206 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
172
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207 for i in range(5): |
184
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changeset
|
208 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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181
diff
changeset
|
209 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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181
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changeset
|
210 self._game.prng.rand_double() * 192 - 64)) |
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|
211 |
172
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|
212 elif time == 7: |
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changeset
|
213 self._sprite.mirrored = False |
211
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206
diff
changeset
|
214 self._sprite.blendfunc = 0 |
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206
diff
changeset
|
215 self._sprite.rescale = 0.75, 1.5 |
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206
diff
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|
216 self._sprite.fade(26, 96, lambda x: x) |
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diff
changeset
|
217 self._sprite.scale_in(26, 0.00, 2.5, lambda x: x) |
172
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|
218 |
211
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206
diff
changeset
|
219 elif time == 32: |
225
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220
diff
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|
220 self.state.x = float(self._game.width) / 2. #TODO |
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|
221 self.state.y = float(self._game.width) #TODO |
172
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222 self.direction = None |
130 | 223 |
172
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|
224 self._sprite = Sprite() |
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225 self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite) |
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changeset
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226 self._sprite.alpha = 128 |
211
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206
diff
changeset
|
227 self._sprite.rescale = 0.0, 2.5 |
172
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changeset
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228 self._sprite.fade(30, 255, lambda x: x) |
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229 self._sprite.blendfunc = 1 |
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changeset
|
230 self._sprite.scale_in(30, 1., 1., lambda x: x) |
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|
231 self._anmrunner.run_frame() |
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changeset
|
232 |
211
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206
diff
changeset
|
233 elif time == 61: # respawned |
172
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158
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changeset
|
234 self.state.touchable = True |
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changeset
|
235 self.state.invulnerable_time = 240 |
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changeset
|
236 self._sprite.blendfunc = 0 |
211
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206
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changeset
|
237 self._sprite._changed = True |
172
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changeset
|
238 |
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changeset
|
239 if time > 30: |
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changeset
|
240 for bullet in self._game.bullets: |
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changeset
|
241 bullet.cancel() |
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changeset
|
242 |
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changeset
|
243 if time > 90: # start the bullet hell again |
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changeset
|
244 self.death_time = 0 |
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|
245 |
130 | 246 self._anmrunner.run_frame() |
247 |