Mercurial > touhou
annotate pytouhou/game/enemymanager.py @ 41:93c8dc2de923
Add (hopefully) "texture shifting" in animations
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 15 Aug 2011 00:41:51 +0200 |
parents | ce662b372ee0 |
children | 1b0ca2fb89f9 |
rev | line source |
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1 from itertools import chain |
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2 from io import BytesIO |
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3 import os |
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4 from struct import unpack, pack |
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5 from pytouhou.utils.interpolator import Interpolator |
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6 from pytouhou.game.eclrunner import ECLRunner |
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7 from pytouhou.game.sprite import Sprite |
20
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8 from math import cos, sin, atan2 |
18
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9 |
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10 |
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11 from pytouhou.utils.random import Random |
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12 random = Random(0x39f4) |
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13 |
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14 |
18
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15 class Enemy(object): |
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16 def __init__(self, pos, life, _type, ecl_runner, anm_wrapper): |
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17 self.anm_wrapper = anm_wrapper |
18
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18 self.anm = None |
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19 self.ecl_runner = ecl_runner |
18
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20 self.x, self.y = pos |
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21 self.life = life |
36 | 22 self.max_life = life |
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23 self.type = _type |
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24 self.frame = 0 |
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25 self.sprite = None |
36 | 26 self.pending_bullets = [] |
27 self.bullet_attributes = [] | |
28 self.bullet_launch_offset = (0, 0) | |
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29 |
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30 self.death_sprite = None |
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31 self.movement_dependant_sprites = None |
22 | 32 self.direction = None |
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33 self.interpolator = None #TODO |
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34 self.angle = 0. |
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35 self.speed = 0. |
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36 self.rotation_speed = 0. |
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37 self.acceleration = 0. |
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38 |
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39 self.hitbox = (0, 0) |
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40 |
36 | 41 self.ecl_runner.implementation.update({#67: ('HHIIffffI', self.set_bullet_attributes), |
42 97: ('I', self.set_sprite), | |
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43 98: ('HHHHHH', self.set_multiple_sprites), |
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44 45: ('ff', self.set_angle_speed), |
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45 43: ('fff', self.set_pos), |
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46 46: ('f', self.set_rotation_speed), |
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47 47: ('f', self.set_speed), |
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48 48: ('f', self.set_acceleration), |
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49 51: ('If', self.target_player), |
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50 57: ('Ifff', self.move_to), |
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51 100: ('I', self.set_death_sprite), |
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52 103: ('fff', self.set_hitbox)}) #TODO |
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53 |
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54 |
36 | 55 |
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56 def set_death_sprite(self, sprite_index): |
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57 self.death_sprite = sprite_index % 256 #TODO |
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58 |
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59 |
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60 def set_hitbox(self, width, height, depth): |
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61 self.hitbox = (width, height) |
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62 |
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63 |
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64 def set_sprite(self, sprite_index): |
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65 self.anm, self.sprite = self.anm_wrapper.get_sprite(sprite_index) |
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66 |
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67 |
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68 def set_multiple_sprites(self, default, end_left, end_right, left, right, unknown): |
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69 self.movement_dependant_sprites = end_left, end_right, left, right, unknown |
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70 self.anm, self.sprite = self.anm_wrapper.get_sprite(default) |
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71 |
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72 |
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73 def set_angle_speed(self, angle, speed): |
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74 self.angle, self.speed = angle, speed |
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75 |
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76 |
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77 def set_pos(self, x, y, z): |
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78 self.x, self.y = x, y |
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79 self.interpolator = Interpolator((x, y)) |
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80 self.interpolator.set_interpolation_start(self.frame, (x, y)) |
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81 |
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82 |
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83 def set_rotation_speed(self, speed): |
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84 self.rotation_speed = speed |
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85 |
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86 |
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87 def set_speed(self, speed): |
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88 self.speed = speed |
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89 |
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90 |
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91 def set_acceleration(self, acceleration): |
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92 self.acceleration = acceleration |
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93 |
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94 |
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95 def target_player(self, unknown, speed): |
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96 self.speed = speed #TODO: unknown |
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97 player_x, player_y = 192., 400.#TODO |
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98 self.angle = atan2(player_y - self.y, player_x - self.x) |
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99 |
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100 |
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101 def move_to(self, duration, x, y, z): |
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102 self.interpolator.set_interpolation_end(self.frame + duration, (x, y)) |
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103 |
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104 |
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105 def is_visible(self, screen_width, screen_height): |
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106 if not self.sprite: |
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107 return False |
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108 |
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109 tx, ty, tw, th = self.sprite.texcoords |
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110 if self.sprite.corner_relative_placement: |
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111 raise Exception #TODO |
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112 else: |
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113 max_x = tw / 2. |
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114 max_y = th / 2. |
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115 min_x = -max_x |
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116 min_y = -max_y |
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117 |
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118 if any((min_x >= screen_width - self.x, |
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119 max_x <= -self.x, |
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120 min_y >= screen_height - self.y, |
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121 max_y <= -self.y)): |
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122 return False |
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123 return True |
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124 |
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125 |
36 | 126 def get_objects_by_texture(self): |
127 objects_by_texture = {} | |
128 key = self.anm.first_name, self.anm.secondary_name | |
129 if not key in objects_by_texture: | |
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130 objects_by_texture[key] = (0, [], [], []) |
36 | 131 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self.sprite._vertices) |
132 objects_by_texture[key][1].extend(vertices) | |
133 objects_by_texture[key][2].extend(self.sprite._uvs) | |
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134 objects_by_texture[key][3].extend(self.sprite._colors) |
36 | 135 #TODO: effects/bullet launch |
136 return objects_by_texture | |
137 | |
138 | |
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139 def update(self, frame): |
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140 self.ecl_runner.update() |
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141 |
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142 x, y = self.x, self.y |
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143 if self.interpolator: |
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144 self.interpolator.update(self.frame) |
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145 x, y = self.interpolator.values |
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146 |
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147 self.speed += self.acceleration #TODO: units? Execution order? |
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148 self.angle += self.rotation_speed #TODO: units? Execution order? |
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149 |
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150 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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151 if self.type & 2: |
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152 x -= dx |
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153 else: |
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154 x += dx |
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155 y += dy |
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156 |
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157 if self.movement_dependant_sprites: |
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158 #TODO: is that really how it works? |
22 | 159 if x < self.x: |
160 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[2]) | |
161 self.direction = -1 | |
162 elif x > self.x: | |
163 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[3]) | |
164 self.direction = +1 | |
165 elif self.direction is not None: | |
166 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]]) | |
167 self.direction = None | |
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168 |
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169 self.x, self.y = x, y |
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170 if self.sprite: |
32 | 171 changed = self.sprite.update() |
172 visible = self.is_visible(384, 448) | |
173 if changed and visible: | |
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174 self.sprite.update_vertices_uvs_colors() |
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175 elif not self.sprite.playing: |
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176 visible = False |
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177 self.sprite = None |
32 | 178 else: |
179 visible = False | |
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180 |
36 | 181 |
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182 self.frame += 1 |
32 | 183 return visible |
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184 |
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185 |
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186 |
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187 class EnemyManager(object): |
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188 def __init__(self, stage, anm_wrapper, ecl): |
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189 self.stage = stage |
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190 self.anm_wrapper = anm_wrapper |
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191 self.main = [] |
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192 self.ecl = ecl |
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193 self.objects_by_texture = {} |
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194 self.enemies = [] |
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195 |
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196 # Populate main |
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197 for frame, sub, instr_type, args in ecl.main: |
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198 if not self.main or self.main[-1][0] < frame: |
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199 self.main.append((frame, [(sub, instr_type, args)])) |
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200 elif self.main[-1][0] == frame: |
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201 self.main[-1][1].append((sub, instr_type, args)) |
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202 |
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203 |
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204 def make_enemy_deleter(self, enemy): |
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205 def _enemy_deleter(unknown): #TODO: unknown |
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206 self.enemies.remove(enemy) |
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207 return _enemy_deleter |
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208 |
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209 |
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210 def update(self, frame): |
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211 if self.main and self.main[0][0] == frame: |
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212 for sub, instr_type, args in self.main.pop(0)[1]: |
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213 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy |
18
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214 x, y, z, life, unknown1, unknown2, unknown3 = args |
40
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215 if instr_type & 4: |
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216 if x < -990: |
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217 x = random.rand_double() * 368 #102h.exe@0x411820 |
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218 if y < -990: |
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219 y = random.rand_double() * 416 #102h.exe@0x41184b |
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220 if z < -990: |
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221 y = random.rand_double() * 800 #102h.exe@0x411881 |
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222 ecl_runner = ECLRunner(self.ecl, sub) |
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223 enemy = Enemy((x, y), life, instr_type, ecl_runner, self.anm_wrapper) |
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224 ecl_runner.implementation[1] = ('I', self.make_enemy_deleter(enemy)) |
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225 |
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226 self.enemies.append(enemy) |
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227 |
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228 # Update enemies |
32 | 229 visible_enemies = [enemy for enemy in self.enemies if enemy.update(frame)] |
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230 |
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231 # Add enemies to vertices/uvs |
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232 self.objects_by_texture = {} |
32 | 233 for enemy in visible_enemies: |
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234 if enemy.is_visible(384, 448): #TODO |
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235 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items(): |
36 | 236 if not key in self.objects_by_texture: |
37
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237 self.objects_by_texture[key] = (0, [], [], []) |
36 | 238 self.objects_by_texture[key][1].extend(vertices) |
239 self.objects_by_texture[key][2].extend(uvs) | |
37
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240 self.objects_by_texture[key][3].extend(colors) |
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241 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items(): |
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242 nb_vertices = len(vertices) |
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243 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) |
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244 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) |
37
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245 colors = pack('B' * (4 * nb_vertices), *chain(*colors)) |
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246 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors) |
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247 |