annotate pytouhou/game/game.py @ 161:7e7368356445

Add bullet cancel anim support
author Thibaut Girka <thib@sitedethib.com>
date Tue, 11 Oct 2011 11:29:33 +0200
parents 4684d311a32d
children 5271789c067d
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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.random import Random
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17
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18 from pytouhou.vm.eclrunner import ECLMainRunner
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19
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20 from pytouhou.game.player import Player
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21 from pytouhou.game.enemy import Enemy
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22 from pytouhou.game.item import Item
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23
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24
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25
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26 class Game(object):
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27 def __init__(self, resource_loader, player_states, stage, rank, difficulty,
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28 bullet_types, item_types, characters, nb_bullets_max=None):
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29 self.resource_loader = resource_loader
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30
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31 self.nb_bullets_max = nb_bullets_max
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32 self.bullet_types = bullet_types
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33 self.item_types = item_types
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34 self.characters = characters
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35
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36 self.players = [Player(player_state, characters[player_state.character]) for player_state in player_states]
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37 self.enemies = []
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38 self.bullets = []
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39 self.cancelled_bullets = []
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40 self.items = []
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41
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42 self.stage = stage
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43 self.rank = rank
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44 self.difficulty = difficulty
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45 self.boss = None
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46 self.prng = Random()
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47 self.frame = 0
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49 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage,
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50 'stg%denm2.anm' % stage))
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51 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage)
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52 self.ecl_runner = ECLMainRunner(ecl, self)
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53
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54
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55 def drop_bonus(self, x, y, _type):
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56 player = self.players[0] #TODO
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57 item_type = self.item_types[_type]
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58 item = Item((x, y), item_type, self)
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59 self.items.append(item)
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60
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61
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62 def change_bullets_into_star_items(self):
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63 player = self.players[0] #TODO
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64 item_type = self.item_types[6]
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65 self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets)
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66 self.bullets = []
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68
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69 def new_enemy(self, pos, life, instr_type, bonus_dropped):
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70 enemy = Enemy(pos, life, instr_type, bonus_dropped, self.enm_anm_wrapper, self)
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71 self.enemies.append(enemy)
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72 return enemy
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73
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74
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75 def run_iter(self, keystate):
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76 # 1. VMs.
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77 self.ecl_runner.run_iter()
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78
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79 # 2. Filter out destroyed enemies
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80 self.enemies = [enemy for enemy in self.enemies if not enemy._removed]
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81 self.bullets = [bullet for bullet in self.bullets if not bullet._removed]
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82 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed]
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83 self.items = [item for item in self.items if not item._removed]
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84
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85 # 3. Let's play!
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86 #TODO: check update orders
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87 for player in self.players:
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88 player.update(keystate) #TODO: differentiate keystates (multiplayer mode)
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89 if player.state.x < 8.:
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90 player.state.x = 8.
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91 if player.state.x > 384.-8: #TODO
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92 player.state.x = 384.-8
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93 if player.state.y < 16.:
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94 player.state.y = 16.
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95 if player.state.y > 448.-16: #TODO
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96 player.state.y = 448.-16
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97
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98 for enemy in self.enemies:
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99 enemy.update()
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100
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101 for bullet in self.bullets:
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102 bullet.update()
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103
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104 for bullet in self.cancelled_bullets:
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105 bullet.update()
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106
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107 for item in self.items:
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108 item.update()
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109
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110 # 4. Check for collisions!
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111 #TODO
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112 for player in self.players:
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113 px, py = player.x, player.y
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114 phalf_size = player.hitbox_half_size
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115 px1, px2 = px - phalf_size, px + phalf_size
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116 py1, py2 = py - phalf_size, py + phalf_size
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117
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118 for bullet in self.bullets:
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119 half_size = bullet.hitbox_half_size
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120 bx, by = bullet.x, bullet.y
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121 bx1, bx2 = bx - half_size, bx + half_size
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122 by1, by2 = by - half_size, by + half_size
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123
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124 if not (bx2 < px1 or bx1 > px2
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125 or by2 < py1 or by1 > py2):
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126 bullet.collide()
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127 player.collide()
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128
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129 for enemy in self.enemies:
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130 half_size_x, half_size_y = enemy.hitbox_half_size
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131 bx, by = enemy.x, enemy.y
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132 bx1, bx2 = bx - half_size_x, bx + half_size_x
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133 by1, by2 = by - half_size_y, by + half_size_y
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134
156
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135 if enemy.touchable and not (bx2 < px1 or bx1 > px2
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136 or by2 < py1 or by1 > py2):
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137 enemy.collide()
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138 player.collide()
152
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139
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140 for item in self.items:
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141 half_size = item.hitbox_half_size
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142 bx, by = item.x, item.y
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143 bx1, bx2 = bx - half_size, bx + half_size
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144 by1, by2 = by - half_size, by + half_size
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145
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146 if not (bx2 < px1 or bx1 > px2
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147 or by2 < py1 or by1 > py2):
156
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148 player.collect(item)
150
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149
142
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150 # 5. Cleaning
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151 self.cleanup()
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152
151
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153 self.frame += 1
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154
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155
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156 def cleanup(self):
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157 # Filter out non-visible enemies
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158 for enemy in tuple(self.enemies):
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159 if enemy.is_visible(384, 448): #TODO
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160 enemy._was_visible = True
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161 elif enemy._was_visible:
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162 # Filter out-of-screen enemy
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163 enemy._removed = True
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164 self.enemies.remove(enemy)
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165
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166 # Filter out-of-scren bullets
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167 # TODO: was_visible thing
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168 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)]
161
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169 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)]
97
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170
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171 # Disable boss mode if it is dead/it has timeout
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172 if self.boss and self.boss._removed:
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173 self.boss = None
97
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174