Mercurial > touhou
annotate pytouhou/game/enemy.py @ 317:8579c43c124c
Add a TODO list.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 15 May 2012 03:26:52 +0200 |
parents | f0be7ea62330 |
children | 1366cefd0334 |
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 |
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16 from pytouhou.utils.interpolator import Interpolator |
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17 from pytouhou.vm.anmrunner import ANMRunner |
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18 from pytouhou.game.sprite import Sprite |
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19 from pytouhou.game.bullet import Bullet |
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20 from pytouhou.game.laser import Laser |
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21 from pytouhou.game.effect import Effect |
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22 from math import cos, sin, atan2, pi |
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23 |
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24 |
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25 class Enemy(object): |
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26 def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game): |
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27 self._game = game |
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28 self._anm_wrapper = anm_wrapper |
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29 self._type = _type |
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30 |
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31 self.process = None |
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32 self.sprite = None |
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33 self.anmrunner = None |
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34 self.removed = False |
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35 self.visible = True |
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36 self.was_visible = False |
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37 self.bonus_dropped = bonus_dropped |
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38 self.die_score = die_score #TODO: use it |
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39 |
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40 self.frame = 0 |
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41 |
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42 self.x, self.y, self.z = pos |
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43 self.life = 1 if life < 0 else life |
36 | 44 self.max_life = life |
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45 self.touchable = True |
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46 self.collidable = True |
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47 self.damageable = True |
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48 self.death_flags = 0 |
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49 self.boss = False |
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50 self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) |
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51 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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52 self.current_laser_id = 0 |
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53 self.laser_by_id = {} |
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54 self.bullet_attributes = None |
36 | 55 self.bullet_launch_offset = (0, 0) |
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56 self.death_callback = -1 |
307 | 57 self.boss_callback = -1 |
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58 self.low_life_callback = -1 |
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59 self.low_life_trigger = None |
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60 self.timeout = -1 |
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61 self.timeout_callback = -1 |
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62 self.remaining_lives = -1 |
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63 |
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64 self.automatic_orientation = False |
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65 |
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66 self.bullet_launch_interval = 0 |
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67 self.bullet_launch_timer = 0 |
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68 self.delay_attack = False |
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69 |
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70 self.death_anim = 0 |
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71 self.movement_dependant_sprites = None |
22 | 72 self.direction = None |
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73 self.interpolator = None #TODO |
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74 self.speed_interpolator = None |
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75 self.update_mode = 0 |
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76 self.angle = 0. |
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77 self.speed = 0. |
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78 self.rotation_speed = 0. |
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79 self.acceleration = 0. |
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80 |
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81 self.hitbox = (0, 0) |
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82 self.hitbox_half_size = (0, 0) |
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83 self.screen_box = None |
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84 |
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85 self.aux_anm = 8 * [None] |
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86 |
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87 |
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88 def objects(self): |
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89 return [anm for anm in self.aux_anm if anm] |
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90 |
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91 |
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92 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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93 bullets_per_shot, number_of_shots, speed, speed2, |
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94 launch_angle, angle, flags): |
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95 |
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96 # Apply difficulty-specific modifiers |
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97 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs |
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98 diff_coeff = self._game.difficulty / 32. |
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99 |
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100 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff |
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101 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. |
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102 bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) |
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103 number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) |
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104 |
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105 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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106 number_of_shots, speed, speed2, launch_angle, |
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107 angle, flags) |
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108 if not self.delay_attack: |
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109 self.fire() |
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110 |
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111 |
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112 def set_bullet_launch_interval(self, value, start=0.): |
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113 # Apply difficulty-specific modifiers: |
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114 value *= 1. - .4 * (self._game.difficulty - 16.) / 32. |
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115 |
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116 self.bullet_launch_interval = int(value) |
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117 self.bullet_launch_timer = int(value * start) |
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118 |
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119 |
207 | 120 def fire(self, offset=None, bullet_attributes=None, launch_pos=None): |
123 | 121 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
207 | 122 speed, speed2, launch_angle, angle, flags) = bullet_attributes or self.bullet_attributes |
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123 |
151
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124 bullet_type = self._game.bullet_types[type_idx] |
123 | 125 |
207 | 126 if not launch_pos: |
127 ox, oy = offset or self.bullet_launch_offset | |
128 launch_pos = self.x + ox, self.y + oy | |
109
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129 |
270
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Partially fix some of Flandre's spellcards.
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130 if speed < 0.3 and speed != 0.0: |
253
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131 speed = 0.3 |
104
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132 if speed2 < 0.3: |
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133 speed2 = 0.3 |
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134 |
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135 self.bullet_launch_timer = 0 |
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136 |
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137 player = self.select_player() |
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138 |
79
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139 if type_ in (67, 69, 71): |
132
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140 launch_angle += self.get_player_angle(player, launch_pos) |
247
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141 if type_ == 71 and bullets_per_shot % 2 or type_ in (69, 70) and not bullets_per_shot % 2: |
79
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142 launch_angle += pi / bullets_per_shot |
104
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143 if type_ != 75: |
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144 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
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145 |
151
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146 bullets = self._game.bullets |
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147 nb_bullets_max = self._game.nb_bullets_max |
106 | 148 |
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149 for shot_nb in range(number_of_shots): |
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150 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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151 bullet_angle = launch_angle |
311
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152 if type_ in (69, 70, 71, 74): |
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153 launch_angle += angle |
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154 for bullet_nb in range(bullets_per_shot): |
143 | 155 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
156 break | |
157 | |
135
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158 if type_ == 75: # 102h.exe@0x4138cf |
151
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159 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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160 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
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161 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 162 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 163 bullet_angle, shot_speed, |
164 self.extended_bullet_attributes, | |
151
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165 flags, player, self._game)) |
311
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166 |
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167 if type_ in (69, 70, 71, 74): |
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168 bullet_angle += 2. * pi / bullets_per_shot |
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169 else: |
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170 bullet_angle += angle |
48
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171 |
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172 |
274
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173 def new_laser(self, variant, laser_type, sprite_idx_offset, angle, speed, |
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174 start_offset, end_offset, max_length, width, |
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175 start_duration, duration, end_duration, |
309
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Implement Remilia's laser webs.
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176 grazing_delay, grazing_extra_duration, unknown, |
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177 offset=None): |
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178 ox, oy = offset or self.bullet_launch_offset |
277
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179 launch_pos = self.x + ox, self.y + oy |
274
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180 if variant == 86: |
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181 angle += self.get_player_angle(self.select_player(), launch_pos) |
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182 laser = Laser(launch_pos, self._game.laser_types[laser_type], |
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183 sprite_idx_offset, angle, speed, |
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184 start_offset, end_offset, max_length, width, |
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185 start_duration, duration, end_duration, grazing_delay, |
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186 grazing_extra_duration, self._game) |
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187 self._game.lasers.append(laser) |
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188 self.laser_by_id[self.current_laser_id] = laser |
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189 |
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190 |
79
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changeset
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191 def select_player(self, players=None): |
151
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192 return (players or self._game.players)[0] #TODO |
50
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193 |
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194 |
132
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195 def get_player_angle(self, player=None, pos=None): |
79
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196 player = player or self.select_player() |
132
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197 x, y = pos or (self.x, self.y) |
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198 return atan2(player.y - y, player.x - x) |
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199 |
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diff
changeset
|
200 |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff
changeset
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201 def set_anim(self, index): |
304
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diff
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202 self.sprite = Sprite() |
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203 self.anmrunner = ANMRunner(self._anm_wrapper, index, self.sprite) |
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204 self.anmrunner.run_frame() |
23
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205 |
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diff
changeset
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206 |
166
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
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159
diff
changeset
|
207 def die_anim(self): |
248
77b83064b57e
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diff
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208 anim = {0: 3, 1: 4, 2: 5}[self.death_anim % 256] # The TB is wanted, if index isn’t in these values the original game crashs. |
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diff
changeset
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209 self._game.new_effect((self.x, self.y), anim) |
190
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184
diff
changeset
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210 |
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184
diff
changeset
|
211 |
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diff
changeset
|
212 def drop_particles(self, number, color): |
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184
diff
changeset
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213 #TODO: white particles are only used in stage 3 to 6, |
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184
diff
changeset
|
214 # in other stages they are blue. |
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184
diff
changeset
|
215 if color == 0: |
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184
diff
changeset
|
216 if self._game.stage in [1, 2, 7]: |
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184
diff
changeset
|
217 color = 3 |
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184
diff
changeset
|
218 for i in range(number): |
193
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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190
diff
changeset
|
219 self._game.new_particle((self.x, self.y), color, 4., 256) #TODO: find the real size. |
154
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diff
changeset
|
220 |
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diff
changeset
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221 |
242
1d3c8c7473a2
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diff
changeset
|
222 def set_aux_anm(self, number, script): |
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diff
changeset
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223 self.aux_anm[number] = Effect((self.x, self.y), script, self._anm_wrapper) |
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diff
changeset
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224 |
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234
diff
changeset
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225 |
23
444ac7bca7bc
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diff
changeset
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226 def set_pos(self, x, y, z): |
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diff
changeset
|
227 self.x, self.y = x, y |
251
4b549894ef6b
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diff
changeset
|
228 self.update_mode = 1 |
23
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diff
changeset
|
229 self.interpolator = Interpolator((x, y)) |
151
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diff
changeset
|
230 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
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diff
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231 |
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diff
changeset
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232 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
233 def move_to(self, duration, x, y, z, formula): |
251
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diff
changeset
|
234 frame = self._game.frame |
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diff
changeset
|
235 self.speed_interpolator = None |
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236 self.update_mode = 1 |
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237 self.interpolator = Interpolator((self.x, self.y), formula) |
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238 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
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239 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
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240 |
251
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241 self.angle = atan2(y - self.y, x - self.x) |
23
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242 |
75
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243 |
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244 def stop_in(self, duration, formula): |
251
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245 frame = self._game.frame |
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246 self.interpolator = None |
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247 self.update_mode = 1 |
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248 self.speed_interpolator = Interpolator((self.speed,), formula) |
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249 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
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250 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
75
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251 |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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252 |
23
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253 def is_visible(self, screen_width, screen_height): |
304
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254 if self.sprite: |
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255 tx, ty, tw, th = self.sprite.texcoords |
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256 if self.sprite.corner_relative_placement: |
73
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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257 raise Exception #TODO |
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258 else: |
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259 tx, ty, tw, th = 0., 0., 0., 0. |
29
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260 |
123 | 261 x, y = self.x, self.y |
73
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262 max_x = tw / 2. |
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263 max_y = th / 2. |
29
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264 |
123 | 265 if (max_x < x - screen_width |
266 or max_x < -x | |
267 or max_y < y - screen_height | |
268 or max_y < -y): | |
23
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269 return False |
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270 return True |
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271 |
18
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272 |
202
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273 def check_collisions(self): |
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274 # Check for collisions |
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275 ex, ey = self.x, self.y |
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276 ehalf_size_x, ehalf_size_y = self.hitbox_half_size |
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277 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
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278 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
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279 |
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280 damages = 0 |
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281 |
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282 # Check for enemy-bullet collisions |
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283 for bullet in self._game.players_bullets: |
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284 half_size = bullet.hitbox_half_size |
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285 bx, by = bullet.x, bullet.y |
220
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
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212
diff
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|
286 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
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212
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|
287 by1, by2 = by - half_size[1], by + half_size[1] |
202
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288 |
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289 if not (bx2 < ex1 or bx1 > ex2 |
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290 or by2 < ey1 or by1 > ey2): |
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291 bullet.collide() |
268
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253
diff
changeset
|
292 if self.damageable: |
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253
diff
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|
293 damages += bullet.damage |
202
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294 self.drop_particles(1, 1) |
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295 |
294
94c636f8f863
Add player lasers for MarisaB.
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diff
changeset
|
296 # Check for enemy-laser collisions |
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diff
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|
297 for laser in self._game.players_lasers: |
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diff
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|
298 if not laser: |
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diff
changeset
|
299 continue |
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282
diff
changeset
|
300 |
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282
diff
changeset
|
301 half_size = laser.hitbox_half_size |
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diff
changeset
|
302 lx, ly = laser.x, laser.y * 2. |
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diff
changeset
|
303 lx1, lx2 = lx - half_size[0], lx + half_size[0] |
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diff
changeset
|
304 |
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diff
changeset
|
305 if not (lx2 < ex1 or lx1 > ex2 |
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282
diff
changeset
|
306 or ly < ey1): |
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282
diff
changeset
|
307 if self.damageable: |
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diff
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|
308 damages += laser.damage |
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diff
changeset
|
309 self.drop_particles(1, 1) |
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282
diff
changeset
|
310 |
202
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diff
changeset
|
311 # Check for enemy-player collisions |
212
78e9957ad344
Hopefully fix enemy-player collision
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210
diff
changeset
|
312 ex1, ex2 = ex - ehalf_size_x * 2. / 3., ex + ehalf_size_x * 2. / 3. |
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210
diff
changeset
|
313 ey1, ey2 = ey - ehalf_size_y * 2. / 3., ey + ehalf_size_y * 2. / 3. |
210
f5be441d2c42
Implement collidable boolean of enemy.
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parents:
209
diff
changeset
|
314 if self.collidable: |
202
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|
315 for player in self._game.players: |
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|
316 px, py = player.x, player.y |
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|
317 phalf_size = player.hitbox_half_size |
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|
318 px1, px2 = px - phalf_size, px + phalf_size |
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|
319 py1, py2 = py - phalf_size, py + phalf_size |
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|
320 |
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|
321 #TODO: box-box or point-in-box? |
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|
322 if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2): |
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|
323 if not self.boss: |
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|
324 damages += 10 |
212
78e9957ad344
Hopefully fix enemy-player collision
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210
diff
changeset
|
325 player.collide() |
202
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changeset
|
326 |
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changeset
|
327 # Adjust damages |
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|
328 damages = min(70, damages) |
300
da53bc29b94a
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294
diff
changeset
|
329 score = (damages // 5) * 10 |
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294
diff
changeset
|
330 self._game.players[0].state.score += score #TODO: better distribution amongst the players. |
202
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|
331 |
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changeset
|
332 if self._game.spellcard: |
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|
333 #TODO: there is a division by 3, somewhere... where is it? |
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|
334 if damages <= 7: |
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|
335 damages = 1 if damages else 0 |
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|
336 else: |
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|
337 damages //= 7 |
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|
338 |
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changeset
|
339 # Apply damages |
268
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253
diff
changeset
|
340 self.life -= damages |
202
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|
341 |
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|
342 |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
changeset
|
343 def update(self): |
316
f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
Thibaut Girka <thib@sitedethib.com>
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311
diff
changeset
|
344 if self.process: |
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311
diff
changeset
|
345 self.process.run_iteration() |
f0be7ea62330
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311
diff
changeset
|
346 |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
347 x, y = self.x, self.y |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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parents:
diff
changeset
|
348 |
251
4b549894ef6b
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|
349 if self.update_mode == 1: |
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248
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changeset
|
350 speed = 0.0 |
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351 if self.interpolator: |
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352 self.interpolator.update(self._game.frame) |
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353 x, y = self.interpolator.values |
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354 if self.speed_interpolator: |
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355 self.speed_interpolator.update(self._game.frame) |
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356 speed, = self.speed_interpolator.values |
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357 else: |
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358 speed = self.speed |
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359 self.speed += self.acceleration |
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360 self.angle += self.rotation_speed |
57
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Fix move_to interpolation, add support for a few ANM and ECL instructions
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361 |
251
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362 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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363 if self._type & 2: |
21
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364 x -= dx |
18
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365 else: |
21
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366 x += dx |
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367 y += dy |
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368 |
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369 if self.movement_dependant_sprites: |
57
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370 #TODO: is that really how it works? Almost. |
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371 # Sprite determination is done only once per changement, and is |
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372 # superseeded by ins_97. |
62
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373 end_left, end_right, left, right = self.movement_dependant_sprites |
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374 if x < self.x and self.direction != -1: |
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375 self.set_anim(left) |
22 | 376 self.direction = -1 |
62
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377 elif x > self.x and self.direction != +1: |
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378 self.set_anim(right) |
22 | 379 self.direction = +1 |
62
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380 elif x == self.x and self.direction is not None: |
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381 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 382 self.direction = None |
21
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383 |
50
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384 |
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385 if self.screen_box: |
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386 xmin, ymin, xmax, ymax = self.screen_box |
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387 x = max(xmin, min(x, xmax)) |
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388 y = max(ymin, min(y, ymax)) |
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389 |
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changeset
|
390 |
21
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391 self.x, self.y = x, y |
69
a142e57218a0
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|
392 |
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393 #TODO |
304
f3099ebf4f61
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394 if self.anmrunner and not self.anmrunner.run_frame(): |
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395 self.anmrunner = None |
69
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396 |
304
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397 if self.sprite and self.visible: |
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398 if self.sprite.removed: |
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399 self.sprite = None |
69
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400 else: |
304
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|
401 self.sprite.update_orientation(self.angle, |
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402 self.automatic_orientation) |
36 | 403 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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diff
changeset
|
404 |
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|
405 if self.bullet_launch_interval != 0: |
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406 self.bullet_launch_timer += 1 |
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407 if self.bullet_launch_timer == self.bullet_launch_interval: |
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408 self.fire() |
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diff
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|
409 |
202
d348892ef012
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diff
changeset
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410 # Check collisions |
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411 if self.touchable: |
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|
412 self.check_collisions() |
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|
413 |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
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diff
changeset
|
414 for anm in self.aux_anm: |
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changeset
|
415 if anm: |
282
dbb1a86c0235
Rename Animations to ANM0 and prepare AnmWrapper for dialogs and interface.
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diff
changeset
|
416 anm.x, anm.y = self.x, self.y |
242
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changeset
|
417 anm.update() |
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diff
changeset
|
418 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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changeset
|
419 self.frame += 1 |
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diff
changeset
|
420 |