Mercurial > touhou
annotate pytouhou/game/game.py @ 152:86807b8a63bd
Add collisions with enemies and items.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 09 Oct 2011 15:32:43 -0700 |
parents | 5cf927cbd9c5 |
children | 37df8c618c2e |
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 |
97 | 23 |
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): |
97 | 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 |
130 | 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 = [] |
106 | 38 self.bullets = [] |
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39 self.items = [] |
106 | 40 |
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41 self.stage = stage |
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42 self.rank = rank |
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43 self.difficulty = difficulty |
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44 self.boss = None |
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45 self.prng = Random() |
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46 self.frame = 0 |
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47 |
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48 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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49 'stg%denm2.anm' % stage)) |
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50 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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51 self.ecl_runner = ECLMainRunner(ecl, self.new_enemy, self) |
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52 |
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53 |
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54 def change_bullets_into_star_items(self): |
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55 player = self.players[0] #TODO |
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56 item_type = self.item_types[6] |
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57 self.items.extend(Item((bullet.x, bullet.y), item_type, 0.0, item_type.speed, player, self) for bullet in self.bullets) |
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58 self.bullets = [] |
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59 |
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60 |
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61 def new_enemy(self, pos, life, instr_type, pop_enemy): |
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62 enemy = Enemy(pos, life, instr_type, self.enm_anm_wrapper, self, pop_enemy) |
97 | 63 self.enemies.append(enemy) |
64 return enemy | |
65 | |
66 | |
67 def run_iter(self, keystate): | |
68 # 1. VMs. | |
69 self.ecl_runner.run_iter() | |
70 | |
71 # 2. Filter out destroyed enemies | |
123 | 72 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
152
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73 self.bullets = [bullet for bullet in self.bullets if not bullet._removed] |
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74 self.items = [item for item in self.items if not item._removed] |
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75 |
97 | 76 # 3. Let's play! |
142
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77 #TODO: check update orders |
130 | 78 for player in self.players: |
142
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79 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 80 if player.state.x < 8.: |
81 player.state.x = 8. | |
82 if player.state.x > 384.-8: #TODO | |
83 player.state.x = 384.-8 | |
84 if player.state.y < 16.: | |
85 player.state.y = 16. | |
86 if player.state.y > 448.-16: #TODO | |
87 player.state.y = 448.-16 | |
88 | |
97 | 89 for enemy in self.enemies: |
90 enemy.update() | |
106 | 91 |
151
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92 for bullet in self.bullets: |
97 | 93 bullet.update() |
94 | |
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95 for item in self.items: |
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96 item.update() |
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97 |
142
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98 # 4. Check for collisions! |
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99 #TODO |
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100 for player in self.players: |
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101 px, py = player.x, player.y |
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102 phalf_size = player.hitbox_half_size |
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103 px1, px2 = px - phalf_size, px + phalf_size |
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104 py1, py2 = py - phalf_size, py + phalf_size |
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105 |
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106 for bullet in self.bullets: |
142
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107 half_size = bullet.hitbox_half_size |
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108 bx, by = bullet.x, bullet.y |
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109 bx1, bx2 = bx - half_size, bx + half_size |
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110 by1, by2 = by - half_size, by + half_size |
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111 |
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112 if not (bx2 < px1 or bx1 > px2 |
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113 or by2 < py1 or by1 > py2): |
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114 bullet.collide(player) |
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115 |
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116 for enemy in self.enemies: |
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117 half_size_x, half_size_y = enemy.hitbox_half_size |
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118 bx, by = enemy.x, enemy.y |
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119 bx1, bx2 = bx - half_size_x, bx + half_size_x |
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120 by1, by2 = by - half_size_y, by + half_size_y |
142
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121 |
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122 if not (bx2 < px1 or bx1 > px2 |
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123 or by2 < py1 or by1 > py2): |
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124 enemy.collide(player) |
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125 |
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126 for item in self.items: |
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127 half_size = item.hitbox_half_size |
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128 bx, by = item.x, item.y |
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129 bx1, bx2 = bx - half_size, bx + half_size |
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130 by1, by2 = by - half_size, by + half_size |
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131 |
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132 if not (bx2 < px1 or bx1 > px2 |
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133 or by2 < py1 or by1 > py2): |
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134 item.collect(player) |
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135 |
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136 # 5. Cleaning |
97 | 137 self.cleanup() |
138 | |
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139 self.frame += 1 |
97 | 140 |
141 | |
142 def cleanup(self): | |
143 # Filter out non-visible enemies | |
144 for enemy in tuple(self.enemies): | |
145 if enemy.is_visible(384, 448): #TODO | |
146 enemy._was_visible = True | |
147 elif enemy._was_visible: | |
148 # Filter out-of-screen enemy | |
149 enemy._removed = True | |
150 self.enemies.remove(enemy) | |
151 | |
152 # Filter out-of-scren bullets | |
153 # TODO: was_visible thing | |
151
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154 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)] |
97 | 155 |
156 # Disable boss mode if it is dead/it has timeout | |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
150
diff
changeset
|
157 if self.boss and self.boss._removed: |
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
150
diff
changeset
|
158 self.boss = None |
97 | 159 |