annotate pytouhou/game/enemymanager.py @ 50:811cefefb5c8

Fix a few bugs and add support for a few instructions
author Thibaut Girka <thib@sitedethib.com>
date Mon, 22 Aug 2011 21:16:47 +0200
parents cbe1cb50f2fd
children ab826bc29aa2
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1 from itertools import chain
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2 from io import BytesIO
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3 import os
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4 from struct import unpack, pack
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5 from pytouhou.utils.interpolator import Interpolator
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6 from pytouhou.game.eclrunner import ECLRunner
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7 from pytouhou.game.sprite import Sprite
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8 from math import cos, sin, atan2
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11 class Enemy(object):
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12 def __init__(self, pos, life, _type, anm_wrapper):
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13 self._anm_wrapper = anm_wrapper
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14 self._anm = None
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15 self._sprite = None
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16 self._removed = False
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17 self._type = _type
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19 self.frame = 0
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20
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21 self.x, self.y = pos
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22 self.life = life
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23 self.max_life = life
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24 self.pending_bullets = []
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25 self.bullet_attributes = None
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26 self.bullet_launch_offset = (0, 0)
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27 self.vulnerable = True
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28 self.death_callback = None
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29 self.low_life_callback = None
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30 self.low_life_trigger = None
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31 self.timeout = None
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32 self.remaining_lives = -1
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33
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34 self.bullet_launch_interval = 0
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35 self.delay_attack = False
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37 self.death_anim = None
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38 self.movement_dependant_sprites = None
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39 self.direction = None
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40 self.interpolator = None #TODO
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41 self.angle = 0.
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42 self.speed = 0.
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43 self.rotation_speed = 0.
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44 self.acceleration = 0.
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45
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46 self.hitbox = (0, 0)
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47 self.screen_box = None
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50 def set_bullet_attributes(self, bullet_anim, launch_anim, bullets_per_shot,
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51 number_of_shots, speed, unknown, launch_angle,
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52 angle, flags):
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53 self.bullet_attributes = (1, bullet_anim, launch_anim, bullets_per_shot,
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54 number_of_shots, speed, unknown, launch_angle,
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55 angle, flags)
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56 if not self.delay_attack:
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57 pass
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58 #TODO: actually fire
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60
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61 def select_player(self, players):
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62 return players[0] #TODO
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64
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65 def get_player_angle(self, player):
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66 return atan2(player.y - self.y, player.x - self.x)
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69 def set_anim(self, index):
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70 self._anm, self._sprite = self._anm_wrapper.get_sprite(index)
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72
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73 def set_pos(self, x, y, z):
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74 self.x, self.y = x, y
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75 self.interpolator = Interpolator((x, y))
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76 self.interpolator.set_interpolation_start(self.frame, (x, y))
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79 def move_to(self, duration, x, y, z):
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80 self.interpolator.set_interpolation_end(self.frame + duration, (x, y))
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81
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82
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83 def is_visible(self, screen_width, screen_height):
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84 if not self._sprite:
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85 return False
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86
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87 tx, ty, tw, th = self._sprite.texcoords
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88 if self._sprite.corner_relative_placement:
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89 raise Exception #TODO
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90 else:
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91 max_x = tw / 2.
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92 max_y = th / 2.
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93 min_x = -max_x
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94 min_y = -max_y
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95
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96 if any((min_x >= screen_width - self.x,
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97 max_x <= -self.x,
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98 min_y >= screen_height - self.y,
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99 max_y <= -self.y)):
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100 return False
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101 return True
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102
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103
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104 def get_objects_by_texture(self):
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105 objects_by_texture = {}
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106 key = self._anm.first_name, self._anm.secondary_name
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107 if not key in objects_by_texture:
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108 objects_by_texture[key] = (0, [], [], [])
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109 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices)
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110 objects_by_texture[key][1].extend(vertices)
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111 objects_by_texture[key][2].extend(self._sprite._uvs)
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112 objects_by_texture[key][3].extend(self._sprite._colors)
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113 #TODO: effects/bullet launch
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114 return objects_by_texture
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115
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116
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117 def update(self, frame):
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118 x, y = self.x, self.y
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119 if self.interpolator and self.interpolator.update(self.frame):
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120 x, y = self.interpolator.values
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121
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122 self.speed += self.acceleration #TODO: units? Execution order?
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123 self.angle += self.rotation_speed #TODO: units? Execution order?
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124
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125 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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126 if self._type & 2:
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127 x -= dx
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128 else:
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129 x += dx
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130 y += dy
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131
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132 if self.movement_dependant_sprites:
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133 #TODO: is that really how it works?
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134 if x < self.x:
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135 self.set_anim(self.movement_dependant_sprites[2])
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136 self.direction = -1
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137 elif x > self.x:
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138 self.set_anim(self.movement_dependant_sprites[3])
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139 self.direction = +1
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140 elif self.direction is not None:
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141 self.set_anim(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]])
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142 self.direction = None
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143
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144
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145 if self.screen_box:
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146 xmin, ymin, xmax, ymax = self.screen_box
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147 x = max(xmin, min(x, xmax))
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148 y = max(ymin, min(y, ymax))
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149
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150
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151 self.x, self.y = x, y
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152 if self._sprite:
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153 changed = self._sprite.update()
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154 visible = self.is_visible(384, 448)
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155 if changed and visible:
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156 self._sprite.update_vertices_uvs_colors()
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157 elif not self._sprite.playing:
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158 visible = False
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159 self._sprite = None
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160 else:
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161 visible = False
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162
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163
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164 self.frame += 1
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165 return visible
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166
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167
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168
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169 class EnemyManager(object):
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170 def __init__(self, stage, anm_wrapper, ecl, game_state):
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171 self._game_state = game_state
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172 self.stage = stage
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173 self.anm_wrapper = anm_wrapper
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174 self.main = []
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175 self.ecl = ecl
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176 self.objects_by_texture = {}
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177 self.enemies = []
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178 self.processes = []
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179
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180 # Populate main
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181 for frame, sub, instr_type, args in ecl.main:
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182 if not self.main or self.main[-1][0] < frame:
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183 self.main.append((frame, [(sub, instr_type, args)]))
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184 elif self.main[-1][0] == frame:
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185 self.main[-1][1].append((sub, instr_type, args))
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186
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187
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188 def update(self, frame):
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189 if self.main and self.main[0][0] == frame:
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190 for sub, instr_type, args in self.main.pop(0)[1]:
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191 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy
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192 x, y, z, life, unknown1, unknown2, unknown3 = args
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193 if instr_type & 4:
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194 if x < -990: #102h.exe@0x411820
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195 x = self._game_state.prng.rand_double() * 368
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196 if y < -990: #102h.exe@0x41184b
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197 y = self._game_state.prng.rand_double() * 416
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198 if z < -990: #102h.exe@0x411881
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199 y = self._game_state.prng.rand_double() * 800
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200 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper)
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201 self.enemies.append(enemy)
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202 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state))
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203
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204
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205 # Run processes
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206 self.processes[:] = (process for process in self.processes if process.run_iteration())
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207
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208 # Filter of destroyed enemies
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209 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed)
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210
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211 # Update enemies
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212 visible_enemies = [enemy for enemy in self.enemies if enemy.update(frame)]
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213
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214 # Add enemies to vertices/uvs
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215 self.objects_by_texture = {}
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216 for enemy in visible_enemies:
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217 if enemy.is_visible(384, 448): #TODO
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218 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items():
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219 if not key in self.objects_by_texture:
37
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220 self.objects_by_texture[key] = (0, [], [], [])
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221 self.objects_by_texture[key][1].extend(vertices)
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222 self.objects_by_texture[key][2].extend(uvs)
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223 self.objects_by_texture[key][3].extend(colors)
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224 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items():
18
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225 nb_vertices = len(vertices)
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226 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
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227 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs))
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228 colors = pack('B' * (4 * nb_vertices), *chain(*colors))
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229 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
18
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230