Mercurial > touhou
annotate pytouhou/game/player.py @ 339:7a05edbab88a
Implement continues when the lives fall bellow 0.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 04 Jul 2012 21:38:00 +0200 |
parents | 2350147cf043 |
children | 94fdb6c782c1 |
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 |
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 from pytouhou.game.lasertype import LaserType |
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21 from pytouhou.game.laser import PlayerLaser |
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22 from pytouhou.game.game import GameOver |
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23 |
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24 from math import pi |
130 | 25 |
26 | |
27 class PlayerState(object): | |
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28 def __init__(self, character=0, score=0, power=0, lives=2, bombs=3): |
130 | 29 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... |
30 | |
31 self.score = score | |
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32 self.effective_score = score |
130 | 33 self.lives = lives |
34 self.bombs = bombs | |
35 self.power = power | |
36 | |
37 self.graze = 0 | |
38 self.points = 0 | |
39 | |
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40 self.x = 192.0 |
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41 self.y = 384.0 |
130 | 42 |
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43 self.invulnerable_time = 240 |
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44 self.touchable = True |
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45 self.focused = False |
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46 |
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47 self.power_bonus = 0 # Never goes over 30. |
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48 |
130 | 49 |
331
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50 def copy(self): |
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51 return PlayerState(self.character, self.score, |
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52 self.power, self.lives, self.bombs) |
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53 |
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54 |
130 | 55 class Player(object): |
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56 def __init__(self, state, game, anm_wrapper): |
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57 self._game = game |
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58 self.sprite = None |
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59 self.anmrunner = None |
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60 self.anm_wrapper = anm_wrapper |
130 | 61 |
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62 self.speeds = (self.sht.horizontal_vertical_speed, |
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63 self.sht.diagonal_speed, |
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64 self.sht.horizontal_vertical_focused_speed, |
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65 self.sht.diagonal_focused_speed) |
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66 |
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67 self.hitbox_half_size = self.sht.hitbox / 2. |
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68 self.graze_hitbox_half_size = self.sht.graze_hitbox / 2. |
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69 |
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70 self.fire_time = 0 |
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71 |
130 | 72 self.state = state |
73 self.direction = None | |
74 | |
75 self.set_anim(0) | |
76 | |
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77 self.death_time = 0 |
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78 |
130 | 79 |
80 @property | |
81 def x(self): | |
82 return self.state.x | |
83 | |
84 | |
85 @property | |
86 def y(self): | |
87 return self.state.y | |
88 | |
89 | |
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90 def objects(self): |
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91 return [] |
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92 |
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93 |
130 | 94 def set_anim(self, index): |
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95 self.sprite = Sprite() |
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96 self.anmrunner = ANMRunner(self.anm_wrapper, index, self.sprite) |
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97 self.anmrunner.run_frame() |
130 | 98 |
99 | |
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100 def collide(self): |
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101 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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102 self.death_time = self._game.frame |
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103 self._game.new_effect((self.state.x, self.state.y), 17) |
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104 self._game.modify_difficulty(-1600) |
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105 for i in range(16): |
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106 self._game.new_particle((self.state.x, self.state.y), 2, 4., 256) #TODO: find the real size and range. |
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107 |
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108 |
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109 def start_focusing(self): |
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110 self.state.focused = True |
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111 |
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112 |
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113 def stop_focusing(self): |
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114 self.state.focused = False |
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115 |
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116 |
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117 def fire(self): |
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118 sht = self.focused_sht if self.state.focused else self.sht |
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119 power = min(power for power in sht.shots if self.state.power < power) |
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120 |
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121 bullets = self._game.players_bullets |
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122 lasers = self._game.players_lasers |
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123 nb_bullets_max = self._game.nb_bullets_max |
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124 |
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125 for shot in sht.shots[power]: |
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126 origin = self.orbs[shot.orb - 1] if shot.orb else self.state |
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127 |
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128 if shot.type == 3: |
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129 if self.fire_time != 30: |
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130 continue |
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131 |
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132 number = shot.delay #TODO: number can do very surprising things, like removing any bullet creation from enemies with 3. For now, crash when not 0 or 1. |
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133 if lasers[number]: |
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134 continue |
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135 |
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136 laser_type = LaserType(self.anm_wrapper, shot.sprite % 256, 68) |
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137 lasers[number] = PlayerLaser(laser_type, 0, shot.hitbox, shot.damage, shot.angle, shot.speed, shot.interval, origin) |
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138 continue |
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139 |
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140 if (self.fire_time + shot.delay) % shot.interval != 0: |
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141 continue |
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142 |
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143 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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144 break |
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145 |
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146 x = origin.x + shot.pos[0] |
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147 y = origin.y + shot.pos[1] |
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148 |
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149 #TODO: find a better way to do that. |
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150 bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, |
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151 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
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152 0, 0, 0, 0.) |
294
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153 #TODO: Type 1 (homing bullets) |
235
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154 if shot.type == 2: |
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155 #TODO: triple-check acceleration! |
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156 bullets.append(Bullet((x, y), bullet_type, 0, |
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157 shot.angle, shot.speed, |
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158 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), |
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159 16, self, self._game, player_bullet=True, |
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160 damage=shot.damage, hitbox=shot.hitbox)) |
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161 else: |
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162 bullets.append(Bullet((x, y), bullet_type, 0, |
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163 shot.angle, shot.speed, |
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164 (0, 0, 0, 0, 0., 0., 0., 0.), |
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165 0, self, self._game, player_bullet=True, |
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166 damage=shot.damage, hitbox=shot.hitbox)) |
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167 |
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168 |
130 | 169 def update(self, keystate): |
172
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170 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
220
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171 speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] |
172
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172 try: |
220
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173 dx, dy = {16: (0.0, -speed), 32: (0.0, speed), 64: (-speed, 0.0), 128: (speed, 0.0), |
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174 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), |
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175 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] |
172
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176 except KeyError: |
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177 dx, dy = 0.0, 0.0 |
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178 |
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179 if dx < 0 and self.direction != -1: |
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180 self.set_anim(1) |
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181 self.direction = -1 |
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182 elif dx > 0 and self.direction != +1: |
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183 self.set_anim(3) |
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184 self.direction = +1 |
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185 elif dx == 0 and self.direction is not None: |
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186 self.set_anim({-1: 2, +1: 4}[self.direction]) |
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187 self.direction = None |
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188 |
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189 self.state.x += dx |
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190 self.state.y += dy |
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191 |
199
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192 if not self.state.focused and keystate & 4: |
206
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193 self.start_focusing() |
199
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194 elif self.state.focused and not keystate & 4: |
206
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195 self.stop_focusing() |
199
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196 |
172
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197 if self.state.invulnerable_time > 0: |
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198 self.state.invulnerable_time -= 1 |
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199 |
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200 m = self.state.invulnerable_time % 8 |
328
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201 if m == 7 or self.state.invulnerable_time == 0: |
304
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202 self.sprite.color = (255, 255, 255) |
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203 self.sprite.changed = True |
328
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204 elif m == 1: |
304
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205 self.sprite.color = (64, 64, 64) |
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206 self.sprite.changed = True |
130 | 207 |
196
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208 if keystate & 1 and self.fire_time == 0: |
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209 self.fire_time = 30 |
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210 if self.fire_time > 0: |
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211 self.fire() |
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212 self.fire_time -= 1 |
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213 |
172
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214 if self.death_time: |
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215 time = self._game.frame - self.death_time |
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216 if time == 6: # too late, you are dead :( |
175
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217 self.state.touchable = False |
184
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218 if self.state.power > 16: |
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219 self.state.power -= 16 |
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220 else: |
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221 self.state.power = 0 |
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222 |
339
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223 self.state.lives -= 1 |
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224 if self.state.lives < 0: |
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225 #TODO: display a menu to ask the players if they want to continue. |
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226 self._game.continues -= 1 |
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227 if self._game.continues < 0: |
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228 raise GameOver |
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229 |
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230 for i in range(5): |
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231 self._game.drop_bonus(self.state.x, self.state.y, 4, |
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232 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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233 self._game.prng.rand_double() * 192 - 64)) |
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234 self.state.score = 0 |
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235 self.state.effective_score = 0 |
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236 self.state.lives = 2 #TODO: use the right default. |
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237 self.state.bombs = 3 #TODO: use the right default. |
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238 self.state.power = 0 |
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239 |
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240 self.state.graze = 0 |
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241 self.state.points = 0 |
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242 else: |
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243 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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244 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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245 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
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246 for i in range(5): |
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247 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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248 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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249 self._game.prng.rand_double() * 192 - 64)) |
184
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250 |
172
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251 elif time == 7: |
304
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252 self.sprite.mirrored = False |
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253 self.sprite.blendfunc = 0 |
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254 self.sprite.rescale = 0.75, 1.5 |
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255 self.sprite.fade(26, 96, lambda x: x) |
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256 self.sprite.scale_in(26, 0.00, 2.5, lambda x: x) |
172
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257 |
211
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206
diff
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258 elif time == 32: |
225
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Move game size in the game's definition, and don't keep changing the window's size.
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259 self.state.x = float(self._game.width) / 2. #TODO |
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260 self.state.y = float(self._game.width) #TODO |
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261 self.direction = None |
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263 self.sprite = Sprite() |
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264 self.anmrunner = ANMRunner(self.anm_wrapper, 0, self.sprite) |
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265 self.sprite.alpha = 128 |
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266 self.sprite.rescale = 0.0, 2.5 |
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267 self.sprite.fade(30, 255, lambda x: x) |
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268 self.sprite.blendfunc = 1 |
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269 self.sprite.scale_in(30, 1., 1., lambda x: x) |
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270 self.anmrunner.run_frame() |
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271 |
211
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272 elif time == 61: # respawned |
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273 self.state.touchable = True |
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274 self.state.invulnerable_time = 240 |
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275 self.sprite.blendfunc = 0 |
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276 self.sprite.changed = True |
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277 |
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278 if time > 30: |
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279 self._game.cancel_bullets() |
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280 |
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281 if time > 90: # start the bullet hell again |
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282 self.death_time = 0 |
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283 |
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284 self.anmrunner.run_frame() |
130 | 285 |