Mercurial > touhou
annotate pytouhou/game/game.py @ 176:80a4c7ed43b3
Add grazing check.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 22 Oct 2011 06:21:38 -0700 |
parents | 35d850502d1f |
children | 5a1533677a9a |
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.random import Random |
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17 |
97 | 18 from pytouhou.vm.eclrunner import ECLMainRunner |
19 | |
130 | 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 from pytouhou.game.effect import Effect |
97 | 24 |
25 | |
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26 |
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27 class Game(object): |
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28 def __init__(self, resource_loader, player_states, stage, rank, difficulty, |
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29 bullet_types, item_types, characters, nb_bullets_max=None): |
97 | 30 self.resource_loader = resource_loader |
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31 |
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32 self.nb_bullets_max = nb_bullets_max |
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33 self.bullet_types = bullet_types |
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34 self.item_types = item_types |
130 | 35 self.characters = characters |
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36 |
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37 self.players = [Player(player_state, characters[player_state.character], self) for player_state in player_states] |
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38 self.enemies = [] |
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39 self.effects = [] |
106 | 40 self.bullets = [] |
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41 self.cancelled_bullets = [] |
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42 self.players_bullets = [] |
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43 self.items = [] |
106 | 44 |
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45 self.stage = stage |
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46 self.rank = rank |
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47 self.difficulty = difficulty |
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48 self.boss = None |
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49 self.prng = Random() |
49
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50 self.frame = 0 |
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51 |
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52 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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53 'stg%denm2.anm' % stage)) |
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54 self.eff00 = resource_loader.get_anm_wrapper(('eff00.anm',)) |
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55 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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56 self.ecl_runner = ECLMainRunner(ecl, self) |
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57 |
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58 |
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59 def drop_bonus(self, x, y, _type, end_pos=None): |
153
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60 player = self.players[0] #TODO |
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61 if _type > 6: |
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62 return |
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63 item_type = self.item_types[_type] |
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64 item = Item((x, y), item_type, self, end_pos=end_pos) |
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65 self.items.append(item) |
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66 |
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67 |
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68 def change_bullets_into_star_items(self): |
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69 player = self.players[0] #TODO |
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70 item_type = self.item_types[6] |
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71 self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets) |
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72 self.bullets = [] |
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73 |
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74 |
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75 def new_effect(self, pos, anim): |
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76 self.effects.append(Effect(pos, anim, self.eff00)) |
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77 |
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78 |
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79 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score): |
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80 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self) |
97 | 81 self.enemies.append(enemy) |
82 return enemy | |
83 | |
84 | |
85 def run_iter(self, keystate): | |
86 # 1. VMs. | |
87 self.ecl_runner.run_iter() | |
88 | |
89 # 2. Filter out destroyed enemies | |
123 | 90 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
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91 self.effects = [enemy for enemy in self.effects if not enemy._removed] |
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92 self.bullets = [bullet for bullet in self.bullets if not bullet._removed] |
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93 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] |
152
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94 self.items = [item for item in self.items if not item._removed] |
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95 |
97 | 96 # 3. Let's play! |
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97 #TODO: check update orders |
130 | 98 for player in self.players: |
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99 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 100 if player.state.x < 8.: |
101 player.state.x = 8. | |
102 if player.state.x > 384.-8: #TODO | |
103 player.state.x = 384.-8 | |
104 if player.state.y < 16.: | |
105 player.state.y = 16. | |
106 if player.state.y > 448.-16: #TODO | |
107 player.state.y = 448.-16 | |
108 | |
97 | 109 for enemy in self.enemies: |
110 enemy.update() | |
106 | 111 |
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112 for enemy in self.effects: |
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113 enemy.update() |
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114 |
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115 for bullet in self.bullets: |
97 | 116 bullet.update() |
117 | |
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118 for bullet in self.cancelled_bullets: |
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119 bullet.update() |
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120 |
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121 for bullet in self.players_bullets: |
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122 bullet.update() |
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123 |
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124 for item in self.items: |
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125 item.update() |
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126 |
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127 # 4. Check for collisions! |
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128 #TODO |
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129 for player in self.players: |
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130 if not player.state.touchable: |
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131 continue |
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132 |
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133 px, py = player.x, player.y |
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134 phalf_size = player.hitbox_half_size |
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135 px1, px2 = px - phalf_size, px + phalf_size |
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136 py1, py2 = py - phalf_size, py + phalf_size |
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137 |
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138 ghalf_size = player.graze_hitbox_half_size |
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139 gx1, gx2 = px - ghalf_size, px + ghalf_size |
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140 gy1, gy2 = py - ghalf_size, py + ghalf_size |
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141 |
151
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142 for bullet in self.bullets: |
142
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143 half_size = bullet.hitbox_half_size |
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144 bx, by = bullet.x, bullet.y |
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145 bx1, bx2 = bx - half_size, bx + half_size |
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146 by1, by2 = by - half_size, by + half_size |
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147 |
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148 if not (bx2 < px1 or bx1 > px2 |
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149 or by2 < py1 or by1 > py2): |
156
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150 bullet.collide() |
172
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151 if player.state.invulnerable_time == 0: |
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152 player.collide() |
152
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153 |
176
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154 elif not (bx2 < gx1 or bx1 > gx2 |
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155 or by2 < gy1 or by1 > gy2): |
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156 pass#TODO: graze |
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157 |
152
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158 for enemy in self.enemies: |
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159 half_size_x, half_size_y = enemy.hitbox_half_size |
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160 bx, by = enemy.x, enemy.y |
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161 bx1, bx2 = bx - half_size_x, bx + half_size_x |
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162 by1, by2 = by - half_size_y, by + half_size_y |
142
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163 |
156
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164 if enemy.touchable and not (bx2 < px1 or bx1 > px2 |
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165 or by2 < py1 or by1 > py2): |
166
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166 enemy.on_collide() |
172
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167 if player.state.invulnerable_time == 0: |
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168 player.collide() |
152
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169 |
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170 for item in self.items: |
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171 half_size = item.hitbox_half_size |
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172 bx, by = item.x, item.y |
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173 bx1, bx2 = bx - half_size, bx + half_size |
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174 by1, by2 = by - half_size, by + half_size |
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175 |
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176 if not (bx2 < px1 or bx1 > px2 |
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177 or by2 < py1 or by1 > py2): |
156
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178 player.collect(item) |
150
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179 |
164
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180 for enemy in self.enemies: |
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181 ex, ey = enemy.x, enemy.y |
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182 ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size |
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183 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
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184 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
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185 |
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186 for bullet in self.players_bullets: |
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187 half_size = bullet.hitbox_half_size |
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188 bx, by = bullet.x, bullet.y |
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189 bx1, bx2 = bx - half_size, bx + half_size |
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190 by1, by2 = by - half_size, by + half_size |
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191 |
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192 if not (bx2 < ex1 or bx1 > ex2 |
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193 or by2 < ey1 or by1 > ey2): |
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194 bullet.collide() |
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195 enemy.on_attack(bullet) |
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196 player.state.score += 90 # found experimentally |
164
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197 |
142
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198 # 5. Cleaning |
97 | 199 self.cleanup() |
200 | |
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201 self.frame += 1 |
97 | 202 |
203 | |
204 def cleanup(self): | |
205 # Filter out non-visible enemies | |
206 for enemy in tuple(self.enemies): | |
207 if enemy.is_visible(384, 448): #TODO | |
208 enemy._was_visible = True | |
209 elif enemy._was_visible: | |
210 # Filter out-of-screen enemy | |
211 enemy._removed = True | |
212 self.enemies.remove(enemy) | |
213 | |
214 # Filter out-of-scren bullets | |
215 # TODO: was_visible thing | |
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216 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)] |
161
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217 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)] |
164
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218 self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)] |
97 | 219 |
165
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220 # Filter out-of-scren items |
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221 self.items = [item for item in self.items if item.y < 448] |
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222 |
97 | 223 # Disable boss mode if it is dead/it has timeout |
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224 if self.boss and self.boss._removed: |
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225 self.boss = None |
97 | 226 |