annotate pytouhou/game/enemymanager.py @ 41:93c8dc2de923

Add (hopefully) "texture shifting" in animations
author Thibaut Girka <thib@sitedethib.com>
date Mon, 15 Aug 2011 00:41:51 +0200
parents ce662b372ee0
children 1b0ca2fb89f9
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ca26a84916cb Add preliminary ECL viewer/interpreter.
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1 from itertools import chain
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2 from io import BytesIO
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3 import os
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4 from struct import unpack, pack
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5 from pytouhou.utils.interpolator import Interpolator
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6 from pytouhou.game.eclrunner import ECLRunner
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7 from pytouhou.game.sprite import Sprite
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8 from math import cos, sin, atan2
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ce662b372ee0 HANDLE RANDOM PLACEMENT (main flag 4) with results identical to 102h.exe \o/ \o/ \o/
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11 from pytouhou.utils.random import Random
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12 random = Random(0x39f4)
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14
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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
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18 self.anm = None
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19 self.ecl_runner = ecl_runner
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20 self.x, self.y = pos
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21 self.life = life
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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
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26 self.pending_bullets = []
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27 self.bullet_attributes = []
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28 self.bullet_launch_offset = (0, 0)
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30 self.death_sprite = None
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31 self.movement_dependant_sprites = None
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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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39 self.hitbox = (0, 0)
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41 self.ecl_runner.implementation.update({#67: ('HHIIffffI', self.set_bullet_attributes),
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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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56 def set_death_sprite(self, sprite_index):
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57 self.death_sprite = sprite_index % 256 #TODO
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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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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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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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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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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
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126 def get_objects_by_texture(self):
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127 objects_by_texture = {}
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128 key = self.anm.first_name, self.anm.secondary_name
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129 if not key in objects_by_texture:
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130 objects_by_texture[key] = (0, [], [], [])
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131 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self.sprite._vertices)
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132 objects_by_texture[key][1].extend(vertices)
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133 objects_by_texture[key][2].extend(self.sprite._uvs)
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134 objects_by_texture[key][3].extend(self.sprite._colors)
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135 #TODO: effects/bullet launch
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136 return objects_by_texture
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137
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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?
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159 if x < self.x:
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160 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[2])
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161 self.direction = -1
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162 elif x > self.x:
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163 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[3])
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164 self.direction = +1
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165 elif self.direction is not None:
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166 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]])
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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:
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171 changed = self.sprite.update()
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172 visible = self.is_visible(384, 448)
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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
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178 else:
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179 visible = False
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180
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181
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182 self.frame += 1
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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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diff changeset
215 if instr_type & 4:
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diff changeset
216 if x < -990:
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diff changeset
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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diff changeset
220 if z < -990:
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diff changeset
221 y = random.rand_double() * 800 #102h.exe@0x411881
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diff changeset
222 ecl_runner = ECLRunner(self.ecl, sub)
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diff changeset
223 enemy = Enemy((x, y), life, instr_type, ecl_runner, self.anm_wrapper)
33
1f21bcc0845b Fix scoping issue with _enemy_deleter
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diff changeset
224 ecl_runner.implementation[1] = ('I', self.make_enemy_deleter(enemy))
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diff changeset
225
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diff changeset
226 self.enemies.append(enemy)
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227
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228 # Update enemies
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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 = {}
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233 for enemy in visible_enemies:
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diff changeset
234 if enemy.is_visible(384, 448): #TODO
37
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diff changeset
235 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items():
36
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diff changeset
236 if not key in self.objects_by_texture:
37
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diff changeset
237 self.objects_by_texture[key] = (0, [], [], [])
36
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diff changeset
238 self.objects_by_texture[key][1].extend(vertices)
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diff changeset
239 self.objects_by_texture[key][2].extend(uvs)
37
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diff changeset
240 self.objects_by_texture[key][3].extend(colors)
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diff changeset
241 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items():
18
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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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diff changeset
245 colors = pack('B' * (4 * nb_vertices), *chain(*colors))
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diff changeset
246 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
18
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247