Mercurial > touhou
annotate pytouhou/game/enemy.py @ 435:878273a984c4
Improve Matrix representation, using float[16] instead of imbricated python lists.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 07 Aug 2013 11:34:40 +0200 |
parents | 1222341ea22c |
children | d778db08190f |
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 |
20
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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 from pytouhou.game.bullet import LAUNCHED |
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24 |
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25 |
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26 class Enemy(object): |
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27 def __init__(self, pos, life, _type, bonus_dropped, die_score, anms, game): |
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28 self._game = game |
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29 self._anms = anms |
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30 self._type = _type |
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31 |
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32 self.process = None |
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33 self.sprite = None |
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34 self.anmrunner = None |
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35 self.removed = False |
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36 self.visible = True |
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37 self.was_visible = False |
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38 self.bonus_dropped = bonus_dropped |
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39 self.die_score = die_score |
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40 |
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41 self.frame = 0 |
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42 |
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43 self.x, self.y, self.z = pos |
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44 self.life = 1 if life < 0 else 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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Fix boss mode and don’t suicide the boss when she just want to kill the other enemies.
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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 = 0 |
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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 @property |
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89 def objects(self): |
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90 return [self] + [anm for anm in self.aux_anm if anm] |
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91 |
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92 |
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93 def play_sound(self, index): |
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94 name = { |
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95 5: 'power0', |
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96 6: 'power1', |
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97 7: 'tan00', |
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98 8: 'tan01', |
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99 9: 'tan02', |
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100 14: 'cat00', |
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101 16: 'lazer00', |
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102 17: 'lazer01', |
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103 18: 'enep01', |
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104 22: 'tan00', #XXX |
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105 24: 'tan02', #XXX |
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106 25: 'kira00', |
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107 26: 'kira01', |
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108 27: 'kira02' |
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109 }[index] |
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110 self._game.sfx_player.play('%s.wav' % name) |
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111 |
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112 |
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113 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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114 bullets_per_shot, number_of_shots, speed, speed2, |
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115 launch_angle, angle, flags): |
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116 |
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117 # Apply difficulty-specific modifiers |
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118 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs |
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119 diff_coeff = self._game.difficulty / 32. |
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120 |
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121 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff |
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122 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. |
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123 bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) |
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124 number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) |
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125 |
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126 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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127 number_of_shots, speed, speed2, launch_angle, |
48
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128 angle, flags) |
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129 if not self.delay_attack: |
57
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130 self.fire() |
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131 |
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132 |
329
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133 def set_bullet_launch_interval(self, value, start=0): |
182
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134 # Apply difficulty-specific modifiers: |
329
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135 #TODO: check every value possible! Look around 102h.exe@0x408720 |
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136 value -= value * (self._game.difficulty - 16) // 80 |
182
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137 |
329
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138 self.bullet_launch_interval = value |
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139 self.bullet_launch_timer = start % value if value else 0 |
182
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140 |
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141 |
207 | 142 def fire(self, offset=None, bullet_attributes=None, launch_pos=None): |
123 | 143 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
207 | 144 speed, speed2, launch_angle, angle, flags) = bullet_attributes or self.bullet_attributes |
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145 |
151
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146 bullet_type = self._game.bullet_types[type_idx] |
123 | 147 |
207 | 148 if not launch_pos: |
149 ox, oy = offset or self.bullet_launch_offset | |
150 launch_pos = self.x + ox, self.y + oy | |
109
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151 |
270
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Partially fix some of Flandre's spellcards.
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152 if speed < 0.3 and speed != 0.0: |
253
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153 speed = 0.3 |
104
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154 if speed2 < 0.3: |
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155 speed2 = 0.3 |
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156 |
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157 self.bullet_launch_timer = 0 |
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158 |
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159 player = self.select_player() |
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160 |
79
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161 if type_ in (67, 69, 71): |
132
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162 launch_angle += self.get_player_angle(player, launch_pos) |
247
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163 if type_ == 71 and bullets_per_shot % 2 or type_ in (69, 70) and not bullets_per_shot % 2: |
79
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164 launch_angle += pi / bullets_per_shot |
104
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165 if type_ != 75: |
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166 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
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167 |
151
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168 bullets = self._game.bullets |
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169 nb_bullets_max = self._game.nb_bullets_max |
106 | 170 |
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171 for shot_nb in range(number_of_shots): |
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172 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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173 bullet_angle = launch_angle |
311
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174 if type_ in (69, 70, 71, 74): |
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175 launch_angle += angle |
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176 for bullet_nb in range(bullets_per_shot): |
143 | 177 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
178 break | |
179 | |
135
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180 if type_ == 75: # 102h.exe@0x4138cf |
151
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181 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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182 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
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183 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 184 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 185 bullet_angle, shot_speed, |
186 self.extended_bullet_attributes, | |
151
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187 flags, player, self._game)) |
311
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188 |
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189 if type_ in (69, 70, 71, 74): |
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190 bullet_angle += 2. * pi / bullets_per_shot |
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191 else: |
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192 bullet_angle += angle |
48
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193 |
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194 |
274
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195 def new_laser(self, variant, laser_type, sprite_idx_offset, angle, speed, |
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196 start_offset, end_offset, max_length, width, |
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197 start_duration, duration, end_duration, |
309
14c9aca8e274
Implement Remilia's laser webs.
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diff
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198 grazing_delay, grazing_extra_duration, unknown, |
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199 offset=None): |
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200 ox, oy = offset or self.bullet_launch_offset |
277
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201 launch_pos = self.x + ox, self.y + oy |
274
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202 if variant == 86: |
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203 angle += self.get_player_angle(self.select_player(), launch_pos) |
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204 laser = Laser(launch_pos, self._game.laser_types[laser_type], |
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205 sprite_idx_offset, angle, speed, |
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206 start_offset, end_offset, max_length, width, |
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207 start_duration, duration, end_duration, grazing_delay, |
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208 grazing_extra_duration, self._game) |
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209 self._game.lasers.append(laser) |
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210 self.laser_by_id[self.current_laser_id] = laser |
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211 |
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212 |
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213 def select_player(self, players=None): |
151
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214 return (players or self._game.players)[0] #TODO |
50
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215 |
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216 |
132
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217 def get_player_angle(self, player=None, pos=None): |
79
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218 player = player or self.select_player() |
132
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219 x, y = pos or (self.x, self.y) |
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220 return atan2(player.y - y, player.x - x) |
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221 |
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diff
changeset
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222 |
49
cbe1cb50f2fd
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diff
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223 def set_anim(self, index): |
430
c9433188ffdb
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diff
changeset
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224 entry = 0 if index in self._anms[0].scripts else 1 |
304
f3099ebf4f61
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diff
changeset
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225 self.sprite = Sprite() |
430
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diff
changeset
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226 self.anmrunner = ANMRunner(self._anms[entry], index, self.sprite) |
23
444ac7bca7bc
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227 |
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diff
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228 |
166
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
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diff
changeset
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229 def die_anim(self): |
248
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diff
changeset
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230 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
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231 self._game.new_effect((self.x, self.y), anim) |
379
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Make a sound when an enemy is hit.
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diff
changeset
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232 self._game.sfx_player.play('enep00.wav') |
190
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diff
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233 |
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diff
changeset
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234 |
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184
diff
changeset
|
235 def drop_particles(self, number, color): |
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184
diff
changeset
|
236 if color == 0: |
dbe6b7b2d3fc
Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
184
diff
changeset
|
237 if self._game.stage in [1, 2, 7]: |
dbe6b7b2d3fc
Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
184
diff
changeset
|
238 color = 3 |
388
ac2891afb0bb
Make particles behave as in the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
384
diff
changeset
|
239 color += 9 |
190
dbe6b7b2d3fc
Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
184
diff
changeset
|
240 for i in range(number): |
388
ac2891afb0bb
Make particles behave as in the original game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
384
diff
changeset
|
241 self._game.new_particle((self.x, self.y), color, 256) #TODO: find the real size. |
154
364935f6e313
Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
152
diff
changeset
|
242 |
364935f6e313
Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
152
diff
changeset
|
243 |
430
c9433188ffdb
Remove AnmWrapper, since ANMs are lists of entries now.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
408
diff
changeset
|
244 def set_aux_anm(self, number, index): |
c9433188ffdb
Remove AnmWrapper, since ANMs are lists of entries now.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
408
diff
changeset
|
245 entry = 0 if index in self._anms[0].scripts else 1 |
c9433188ffdb
Remove AnmWrapper, since ANMs are lists of entries now.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
408
diff
changeset
|
246 self.aux_anm[number] = Effect((self.x, self.y), index, self._anms[entry]) |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
|
247 |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
|
248 |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
249 def set_pos(self, x, y, z): |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
250 self.x, self.y = x, y |
251
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
251 self.update_mode = 1 |
23
444ac7bca7bc
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Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
252 self.interpolator = Interpolator((x, y)) |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
143
diff
changeset
|
253 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
444ac7bca7bc
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Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
254 |
444ac7bca7bc
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Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
255 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
256 def move_to(self, duration, x, y, z, formula): |
251
4b549894ef6b
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Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
257 frame = self._game.frame |
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Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
258 self.speed_interpolator = None |
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parents:
248
diff
changeset
|
259 self.update_mode = 1 |
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diff
changeset
|
260 self.interpolator = Interpolator((self.x, self.y), formula) |
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diff
changeset
|
261 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
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Thibaut Girka <thib@sitedethib.com>
parents:
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diff
changeset
|
262 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
444ac7bca7bc
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Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
263 |
251
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
264 self.angle = atan2(y - self.y, x - self.x) |
23
444ac7bca7bc
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Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
265 |
75
b3bd421bb895
Handle a few more ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
266 |
b3bd421bb895
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Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
267 def stop_in(self, duration, formula): |
251
4b549894ef6b
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Thibaut Girka <thib@sitedethib.com>
parents:
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diff
changeset
|
268 frame = self._game.frame |
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Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
269 self.interpolator = None |
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parents:
248
diff
changeset
|
270 self.update_mode = 1 |
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diff
changeset
|
271 self.speed_interpolator = Interpolator((self.speed,), formula) |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
272 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
273 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
75
b3bd421bb895
Handle a few more ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
73
diff
changeset
|
274 |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
275 |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
276 def is_visible(self, screen_width, screen_height): |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
277 if self.sprite: |
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
278 tx, ty, tw, th = self.sprite.texcoords |
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
279 if self.sprite.corner_relative_placement: |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
280 raise Exception #TODO |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
281 else: |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
282 tx, ty, tw, th = 0., 0., 0., 0. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
Thibaut Girka <thib@sitedethib.com>
parents:
23
diff
changeset
|
283 |
123 | 284 x, y = self.x, self.y |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
285 max_x = tw / 2. |
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents:
72
diff
changeset
|
286 max_y = th / 2. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
Thibaut Girka <thib@sitedethib.com>
parents:
23
diff
changeset
|
287 |
123 | 288 if (max_x < x - screen_width |
289 or max_x < -x | |
290 or max_y < y - screen_height | |
291 or max_y < -y): | |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
292 return False |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
293 return True |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
294 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
295 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
296 def check_collisions(self): |
d348892ef012
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parents:
197
diff
changeset
|
297 # Check for collisions |
d348892ef012
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Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
298 ex, ey = self.x, self.y |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
299 ehalf_size_x, ehalf_size_y = self.hitbox_half_size |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
300 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
301 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
302 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
303 damages = 0 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
304 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
305 # Check for enemy-bullet collisions |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
306 for bullet in self._game.players_bullets: |
335
2350147cf043
Fix bullet cancellation and removal
Thibaut Girka <thib@sitedethib.com>
parents:
329
diff
changeset
|
307 if bullet.state != LAUNCHED: |
2350147cf043
Fix bullet cancellation and removal
Thibaut Girka <thib@sitedethib.com>
parents:
329
diff
changeset
|
308 continue |
390
b11953cf1d3b
Use only half-size hitboxes for player.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
388
diff
changeset
|
309 half_size = bullet.hitbox |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
310 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.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
212
diff
changeset
|
311 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
212
diff
changeset
|
312 by1, by2 = by - half_size[1], by + half_size[1] |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
313 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
314 if not (bx2 < ex1 or bx1 > ex2 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
315 or by2 < ey1 or by1 > ey2): |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
316 bullet.collide() |
408
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
317 damages += bullet.damage |
379
e0e284fcb288
Make a sound when an enemy is hit.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
366
diff
changeset
|
318 self._game.sfx_player.play('damage00.wav') |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
319 |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
320 # Check for enemy-laser collisions |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
321 for laser in self._game.players_lasers: |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
322 if not laser: |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
323 continue |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
324 |
390
b11953cf1d3b
Use only half-size hitboxes for player.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
388
diff
changeset
|
325 half_size = laser.hitbox |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
326 lx, ly = laser.x, laser.y * 2. |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
327 lx1, lx2 = lx - half_size[0], lx + half_size[0] |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
328 |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
329 if not (lx2 < ex1 or lx1 > ex2 |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
330 or ly < ey1): |
408
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
331 damages += laser.damage |
379
e0e284fcb288
Make a sound when an enemy is hit.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
366
diff
changeset
|
332 self._game.sfx_player.play('damage00.wav') |
328
56523a16db1d
Fix some replay synchronization issues and update the TODO.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
320
diff
changeset
|
333 self.drop_particles(1, 1) #TODO: don’t call each frame. |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
334 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
335 # Check for enemy-player collisions |
212
78e9957ad344
Hopefully fix enemy-player collision
Thibaut Girka <thib@sitedethib.com>
parents:
210
diff
changeset
|
336 ex1, ex2 = ex - ehalf_size_x * 2. / 3., ex + ehalf_size_x * 2. / 3. |
78e9957ad344
Hopefully fix enemy-player collision
Thibaut Girka <thib@sitedethib.com>
parents:
210
diff
changeset
|
337 ey1, ey2 = ey - ehalf_size_y * 2. / 3., ey + ehalf_size_y * 2. / 3. |
210
f5be441d2c42
Implement collidable boolean of enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
209
diff
changeset
|
338 if self.collidable: |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
339 for player in self._game.players: |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
340 px, py = player.x, player.y |
390
b11953cf1d3b
Use only half-size hitboxes for player.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
388
diff
changeset
|
341 phalf_size = player.sht.hitbox |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
342 px1, px2 = px - phalf_size, px + phalf_size |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
343 py1, py2 = py - phalf_size, py + phalf_size |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
344 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
345 #TODO: box-box or point-in-box? |
d348892ef012
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Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
346 if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2): |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
347 if not self.boss: |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
348 damages += 10 |
212
78e9957ad344
Hopefully fix enemy-player collision
Thibaut Girka <thib@sitedethib.com>
parents:
210
diff
changeset
|
349 player.collide() |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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diff
changeset
|
350 |
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Handle enemy collisions and damages in a way closer to the original game.
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diff
changeset
|
351 # Adjust damages |
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parents:
197
diff
changeset
|
352 damages = min(70, damages) |
300
da53bc29b94a
Add the game interface.
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294
diff
changeset
|
353 score = (damages // 5) * 10 |
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Add the game interface.
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diff
changeset
|
354 self._game.players[0].state.score += score #TODO: better distribution amongst the players. |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
355 |
408
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
356 if self.damageable: |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
357 if self._game.spellcard: |
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Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
358 #TODO: there is a division by 3, somewhere... where is it? |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
359 if damages <= 7: |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
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parents:
390
diff
changeset
|
360 damages = 1 if damages else 0 |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
361 else: |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
362 damages //= 7 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
363 |
408
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
364 # Apply damages |
c689ff1743bf
Do the correct score calculation even when the enemy isn’t damageable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
390
diff
changeset
|
365 self.life -= damages |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
366 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
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197
diff
changeset
|
367 |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
368 def handle_callbacks(self): |
1366cefd0334
Move callbacks handling inside Enemy.
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diff
changeset
|
369 #TODO: implement missing callbacks and clean up! |
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diff
changeset
|
370 if self.life <= 0 and self.touchable: |
354 | 371 self.timeout = -1 #TODO: not really true, the timeout is frozen |
372 self.timeout_callback = -1 | |
318
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diff
changeset
|
373 death_flags = self.death_flags & 7 |
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316
diff
changeset
|
374 |
1366cefd0334
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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316
diff
changeset
|
375 self.die_anim() |
1366cefd0334
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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316
diff
changeset
|
376 |
319
9a4119e2cc74
Use Enemy.die_score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
318
diff
changeset
|
377 #TODO: verify if the score is added with all the different flags. |
9a4119e2cc74
Use Enemy.die_score.
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318
diff
changeset
|
378 self._game.players[0].state.score += self.die_score #TODO: better distribution amongst the players. |
9a4119e2cc74
Use Enemy.die_score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
318
diff
changeset
|
379 |
320
1a4ffdda8735
Cancel the bullets when a boss is killed and transfer them to the score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
319
diff
changeset
|
380 #TODO: verify if that should really be there. |
1a4ffdda8735
Cancel the bullets when a boss is killed and transfer them to the score.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
319
diff
changeset
|
381 if self.boss: |
1a4ffdda8735
Cancel the bullets when a boss is killed and transfer them to the score.
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parents:
319
diff
changeset
|
382 self._game.change_bullets_into_bonus() |
1a4ffdda8735
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
319
diff
changeset
|
383 |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
384 if death_flags < 4: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
385 if self.bonus_dropped > -1: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
386 self.drop_particles(7, 0) |
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parents:
316
diff
changeset
|
387 self._game.drop_bonus(self.x, self.y, self.bonus_dropped) |
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parents:
316
diff
changeset
|
388 elif self.bonus_dropped == -1: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
389 if self._game.deaths_count % 3 == 0: |
1366cefd0334
Move callbacks handling inside Enemy.
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parents:
316
diff
changeset
|
390 self.drop_particles(10, 0) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
391 self._game.drop_bonus(self.x, self.y, self._game.bonus_list[self._game.next_bonus]) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
392 self._game.next_bonus = (self._game.next_bonus + 1) % 32 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
393 else: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
394 self.drop_particles(4, 0) |
1366cefd0334
Move callbacks handling inside Enemy.
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parents:
316
diff
changeset
|
395 self._game.deaths_count += 1 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
396 else: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
397 self.drop_particles(4, 0) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
398 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
399 if death_flags == 0: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
400 self.removed = True |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
401 return |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
402 |
1366cefd0334
Move callbacks handling inside Enemy.
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parents:
316
diff
changeset
|
403 if death_flags == 1: |
357 | 404 if self.boss: |
405 self.boss = False #TODO: really? | |
406 self._game.boss = None | |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
407 self.touchable = False |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
408 elif death_flags == 2: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
409 pass # Just that? |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
410 elif death_flags == 3: |
357 | 411 if self.boss: |
412 self.boss = False #TODO: really? | |
413 self._game.boss = None | |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
414 self.damageable = False |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
415 self.life = 1 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
416 self.death_flags = 0 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
417 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
418 if death_flags != 0 and self.death_callback > -1: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
419 self.process.switch_to_sub(self.death_callback) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
420 self.death_callback = -1 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
421 elif self.life <= self.low_life_trigger and self.low_life_callback > -1: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
422 self.process.switch_to_sub(self.low_life_callback) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
423 self.low_life_callback = -1 |
354 | 424 self.low_life_trigger = -1 |
425 self.timeout_callback = -1 | |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
426 elif self.timeout != -1 and self.frame == self.timeout: |
366 | 427 self.frame = 0 |
354 | 428 self.timeout = -1 |
358
488c094ed51d
Make bosses clean their mess when timeouting
Thibaut Girka <thib@sitedethib.com>
parents:
357
diff
changeset
|
429 self._game.kill_enemies() |
488c094ed51d
Make bosses clean their mess when timeouting
Thibaut Girka <thib@sitedethib.com>
parents:
357
diff
changeset
|
430 self._game.cancel_bullets() |
354 | 431 |
432 if self.low_life_trigger > 0: | |
433 self.life = self.low_life_trigger | |
434 self.low_life_trigger = -1 | |
435 | |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
436 if self.timeout_callback > -1: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
437 self.process.switch_to_sub(self.timeout_callback) |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
438 self.timeout_callback = -1 |
354 | 439 #TODO: this is only done under certain (unknown) conditions! |
440 # but it shouldn't hurt anyway, as the only option left is to crash! | |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
441 elif self.death_callback > -1: |
366 | 442 self.life = 0 #TODO: do this next frame? Bypass self.touchable? |
318
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
443 else: |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
444 raise Exception('What the hell, man!') |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
445 |
1366cefd0334
Move callbacks handling inside Enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
316
diff
changeset
|
446 |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
changeset
|
447 def update(self): |
316
f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
Thibaut Girka <thib@sitedethib.com>
parents:
311
diff
changeset
|
448 if self.process: |
f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
Thibaut Girka <thib@sitedethib.com>
parents:
311
diff
changeset
|
449 self.process.run_iteration() |
f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
Thibaut Girka <thib@sitedethib.com>
parents:
311
diff
changeset
|
450 |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
451 x, y = self.x, self.y |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
452 |
251
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
453 if self.update_mode == 1: |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
454 speed = 0.0 |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
455 if self.interpolator: |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
456 self.interpolator.update(self._game.frame) |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
457 x, y = self.interpolator.values |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
458 if self.speed_interpolator: |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
459 self.speed_interpolator.update(self._game.frame) |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
460 speed, = self.speed_interpolator.values |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
461 else: |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
462 speed = self.speed |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
463 self.speed += self.acceleration |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
464 self.angle += self.rotation_speed |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
465 |
251
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
466 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
Thibaut Girka <thib@sitedethib.com>
parents:
48
diff
changeset
|
467 if self._type & 2: |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
468 x -= dx |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
469 else: |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
470 x += dx |
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
471 y += dy |
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
472 |
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
473 if self.movement_dependant_sprites: |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
474 #TODO: is that really how it works? Almost. |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
475 # Sprite determination is done only once per changement, and is |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
476 # superseeded by ins_97. |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
477 end_left, end_right, left, right = self.movement_dependant_sprites |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
478 if x < self.x and self.direction != -1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
479 self.set_anim(left) |
22 | 480 self.direction = -1 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
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481 elif x > self.x and self.direction != +1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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482 self.set_anim(right) |
22 | 483 self.direction = +1 |
62
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Fix animation determination (ins_98 stuff) and some interpolation functions
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484 elif x == self.x and self.direction is not None: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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485 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 486 self.direction = None |
21
bf225780973f
Small refactoring, and Rumia \o/
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487 |
50
811cefefb5c8
Fix a few bugs and add support for a few instructions
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488 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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489 if self.screen_box: |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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490 xmin, ymin, xmax, ymax = self.screen_box |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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491 x = max(xmin, min(x, xmax)) |
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492 y = max(ymin, min(y, ymax)) |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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493 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
49
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494 |
21
bf225780973f
Small refactoring, and Rumia \o/
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495 self.x, self.y = x, y |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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496 |
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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497 #TODO |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
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498 if self.anmrunner and not self.anmrunner.run_frame(): |
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Update attribute names to reflect the actual interface.
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499 self.anmrunner = None |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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parents:
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500 |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
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501 if self.sprite and self.visible: |
f3099ebf4f61
Update attribute names to reflect the actual interface.
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502 if self.sprite.removed: |
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Update attribute names to reflect the actual interface.
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503 self.sprite = None |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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parents:
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504 else: |
304
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Update attribute names to reflect the actual interface.
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505 self.sprite.update_orientation(self.angle, |
f3099ebf4f61
Update attribute names to reflect the actual interface.
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506 self.automatic_orientation) |
36 | 507 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
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508 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
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509 if self.bullet_launch_interval != 0: |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
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510 self.bullet_launch_timer += 1 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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511 if self.bullet_launch_timer == self.bullet_launch_interval: |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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512 self.fire() |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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513 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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514 # Check collisions |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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515 if self.touchable: |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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516 self.check_collisions() |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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517 |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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518 for anm in self.aux_anm: |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
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519 if anm: |
282
dbb1a86c0235
Rename Animations to ANM0 and prepare AnmWrapper for dialogs and interface.
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520 anm.x, anm.y = self.x, self.y |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
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521 anm.update() |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
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522 |
328
56523a16db1d
Fix some replay synchronization issues and update the TODO.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
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523 self.handle_callbacks() |
56523a16db1d
Fix some replay synchronization issues and update the TODO.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
320
diff
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|
524 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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525 self.frame += 1 |
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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diff
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|
526 |