Mercurial > touhou
annotate pytouhou/games/eosd.py @ 403:9589a01e6edf
Move MSG faces management to pytouhou.game.game, they have nothing to do in the MSG VM.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 17 Feb 2013 15:20:30 +0100 |
parents | b11953cf1d3b |
children | 6c0cb3eee33e |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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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 from pytouhou.utils.interpolator import Interpolator |
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16 |
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17 from pytouhou.game.game import Game |
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18 from pytouhou.game.bullettype import BulletType |
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19 from pytouhou.game.lasertype import LaserType |
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20 from pytouhou.game.itemtype import ItemType |
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21 from pytouhou.game.player import Player |
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22 from pytouhou.game.orb import Orb |
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23 from pytouhou.game.effect import Effect |
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24 from pytouhou.game.text import Text, Counter, Gauge |
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25 |
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26 |
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27 SQ2 = 2. ** 0.5 / 2. |
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28 |
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29 |
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30 class EoSDGame(Game): |
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31 def __init__(self, resource_loader, player_states, stage, rank, difficulty, |
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32 bullet_types=None, laser_types=None, item_types=None, |
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33 nb_bullets_max=640, width=384, height=448, prng=None, continues=0): |
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34 |
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35 if not bullet_types: |
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36 etama3 = resource_loader.get_anm_wrapper(('etama3.anm',)) |
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37 etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
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38 bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=2, |
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39 type_id=0), |
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40 BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=3, |
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41 type_id=1), |
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42 BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=2, |
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43 type_id=2), |
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44 BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=3, |
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45 type_id=3), |
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46 BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=2.5, |
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47 type_id=4), |
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48 BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=2, |
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49 type_id=5), |
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50 BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=8, |
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51 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), |
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52 type_id=6), |
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53 BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=5.5, |
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54 launch_anim_offsets=(1,)*28, |
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55 type_id=7), |
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56 BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=4.5, |
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57 launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), |
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58 type_id=8), |
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59 BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=16, |
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60 launch_anim_offsets=(0, 1, 2, 3, 4, 5, 6, 7, 8), |
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61 type_id=9)] |
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62 |
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63 if not laser_types: |
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64 laser_types = [LaserType(etama3, 9), |
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65 LaserType(etama3, 10)] |
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66 |
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67 if not item_types: |
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68 item_types = [ItemType(etama3, 0, 7), #Power |
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69 ItemType(etama3, 1, 8), #Point |
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70 ItemType(etama3, 2, 9), #Big power |
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71 ItemType(etama3, 3, 10), #Bomb |
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72 ItemType(etama3, 4, 11), #Full power |
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73 ItemType(etama3, 5, 12), #1up |
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74 ItemType(etama3, 6, 13)] #Star |
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75 |
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76 player_face = player_states[0].character // 2 |
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77 enemy_face = [('face03a.anm', 'face03b.anm'), |
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78 ('face05a.anm',), |
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79 ('face06a.anm', 'face06b.anm'), |
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80 ('face08a.anm', 'face08b.anm'), |
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81 ('face09a.anm', 'face09b.anm'), |
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82 ('face09b.anm', 'face10a.anm', 'face10b.anm'), |
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83 ('face08a.anm', 'face12a.anm', 'face12b.anm', 'face12c.anm')] |
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84 self.msg = resource_loader.get_msg('msg%d.dat' % stage) |
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85 self.msg_anm_wrapper = resource_loader.get_anm_wrapper2(('face0%da.anm' % player_face, |
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86 'face0%db.anm' % player_face, |
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87 'face0%dc.anm' % player_face) |
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88 + enemy_face[stage - 1], |
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89 (0, 2, 4, 8, 10, 11, 12)) |
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90 |
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91 characters = resource_loader.get_eosd_characters() |
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92 players = [EoSDPlayer(state, self, resource_loader, characters[state.character]) for state in player_states] |
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93 |
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94 self.stage = stage #XXX |
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95 interface = EoSDInterface(self, resource_loader) |
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96 |
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97 Game.__init__(self, resource_loader, players, stage, rank, difficulty, |
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98 bullet_types, laser_types, item_types, nb_bullets_max, |
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99 width, height, prng, interface, continues) |
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100 |
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101 |
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102 |
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103 class EoSDInterface(object): |
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104 def __init__(self, game, resource_loader): |
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105 self.game = game |
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106 front = resource_loader.get_anm_wrapper(('front.anm',)) |
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107 ascii_wrapper = resource_loader.get_anm_wrapper(('ascii.anm',)) |
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108 |
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109 self.width = 640 |
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110 self.height = 480 |
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111 self.game_pos = (32, 16) |
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112 |
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113 self.highscore = 1000000 #TODO: read score.dat |
300
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114 self.items = ([Effect((0, 32 * i), 6, front) for i in range(15)] + |
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115 [Effect((416 + 32 * i, 32 * j), 6, front) for i in range(7) for j in range(15)] + |
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116 [Effect((32 + 32 * i, 0), 7, front) for i in range(12)] + |
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117 [Effect((32 + 32 * i, 464), 8, front) for i in range(12)] + |
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118 [Effect((0, 0), 5, front)] + |
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119 [Effect((0, 0), i, front) for i in range(5) + range(9, 16)]) |
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120 for item in self.items: |
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121 item.sprite.allow_dest_offset = True #XXX |
300
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122 |
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123 self.level_start = [Text((176, 200), ascii_wrapper, text='STAGE %d' % game.stage)] #TODO: find the exact location. |
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124 self.level_start[0].set_timeout(240, effect=60, start=120) |
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125 self.level_start[0].set_color('yellow') |
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126 #TODO: use the system text for the stage name, and the song name. |
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127 |
300
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128 self.labels = { |
322
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129 'highscore': Text((500, 58), ascii_wrapper, front, text='0'), |
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130 'score': Text((500, 82), ascii_wrapper, front, text='0'), |
323
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131 'player': Counter((500, 122), front, front, script=16, value=0), |
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132 'bombs': Counter((500, 146), front, front, script=17, value=0), |
322
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133 'power': Text((500, 186), ascii_wrapper, front, text='0'), |
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134 'graze': Text((500, 206), ascii_wrapper, front, text='0'), |
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135 'points': Text((500, 226), ascii_wrapper, front, text='0'), |
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136 'framerate': Text((512, 464), ascii_wrapper, front), |
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137 'debug?': Text((0, 464), ascii_wrapper, front), |
345
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138 |
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139 # Only when there is a boss. |
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140 'boss_lives': Text((80, 16), ascii_wrapper), |
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141 'timeout': Text((384, 16), ascii_wrapper), |
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142 } |
345
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143 self.labels['boss_lives'].set_color('yellow') |
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144 |
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145 self.boss_items = [ |
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146 Effect((0, 0), 19, front), # Enemy |
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147 Gauge((100, 24), front), # Gauge |
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148 Gauge((100, 24), front), # Spellcard gauge |
345
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149 ] |
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150 for item in self.boss_items: |
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151 item.sprite.allow_dest_offset = True #XXX |
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152 |
346
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153 |
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154 def set_boss_life(self): |
356 | 155 if not self.game.boss: |
156 return | |
349 | 157 self.boss_items[1].maximum = self.game.boss._enemy.life or 1 |
158 self.boss_items[2].maximum = self.game.boss._enemy.life or 1 | |
347
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159 |
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160 |
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161 def set_spell_life(self): |
348
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162 self.boss_items[2].set_value(self.game.boss._enemy.low_life_trigger if self.game.boss else 0) |
300
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163 |
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164 |
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165 def update(self): |
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166 for elem in self.items: |
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167 elem.update() |
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168 |
387
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169 for elem in self.level_start: |
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170 elem.update() |
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171 if elem.removed: #XXX |
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172 self.level_start = [] |
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173 |
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174 player_state = self.game.players[0].state |
300
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175 |
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176 self.highscore = max(self.highscore, player_state.effective_score) |
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177 self.labels['highscore'].set_text('%09d' % self.highscore) |
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178 self.labels['score'].set_text('%09d' % player_state.effective_score) |
300
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179 self.labels['power'].set_text('%d' % player_state.power) |
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180 self.labels['graze'].set_text('%d' % player_state.graze) |
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181 self.labels['points'].set_text('%d' % player_state.points) |
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182 self.labels['player'].set_value(player_state.lives) |
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183 self.labels['bombs'].set_value(player_state.bombs) |
196
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184 |
350
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185 if self.game.boss: |
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186 boss = self.game.boss._enemy |
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187 |
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188 life_gauge = self.boss_items[1] |
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189 life_gauge.set_value(boss.life) |
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190 |
347
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191 spell_gauge = self.boss_items[2] |
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192 spell_gauge.sprite.color = (255, 192, 192) |
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193 if boss.life < spell_gauge.value: |
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194 spell_gauge.set_value(boss.life) |
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195 |
345
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196 for item in self.boss_items: |
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197 item.update() |
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198 |
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199 self.labels['boss_lives'].set_text('%d' % boss.remaining_lives) |
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200 self.labels['boss_lives'].changed = True |
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201 |
351
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202 timeout = min((boss.timeout - boss.frame) // 60, 99) |
345
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203 timeout_label = self.labels['timeout'] |
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204 if timeout >= 20: |
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205 timeout_label.set_color('blue') |
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206 elif timeout >= 10: |
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207 timeout_label.set_color('darkblue') |
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208 else: |
379
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209 if timeout >= 5: |
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210 timeout_label.set_color('purple') |
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211 else: |
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212 timeout_label.set_color('red') |
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213 if (boss.timeout - boss.frame) % 60 == 0 and boss.timeout != 0: |
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214 self.game.sfx_player.play('timeout.wav', volume=1.) |
345
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215 timeout_label.set_text('%02d' % (timeout if timeout >= 0 else 0)) |
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216 timeout_label.changed = True |
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217 |
196
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218 |
206
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219 |
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220 class EoSDPlayer(Player): |
235
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221 def __init__(self, state, game, resource_loader, character): |
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222 self.sht = character[0] |
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223 self.focused_sht = character[1] |
229
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224 anm_wrapper = resource_loader.get_anm_wrapper(('player0%d.anm' % (state.character // 2),)) |
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225 self.anm_wrapper = anm_wrapper |
206
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226 |
235
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227 Player.__init__(self, state, game, anm_wrapper) |
229
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228 |
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229 self.orbs = [Orb(self.anm_wrapper, 128, self.state, None), |
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230 Orb(self.anm_wrapper, 129, self.state, None)] |
206
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231 |
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232 self.orbs[0].offset_x = -24 |
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233 self.orbs[1].offset_x = 24 |
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234 |
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235 self.orb_dx_interpolator = None |
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236 self.orb_dy_interpolator = None |
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237 |
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238 |
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239 def start_focusing(self): |
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240 self.orb_dx_interpolator = Interpolator((24,), self._game.frame, |
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241 (8,), self._game.frame + 8, |
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242 lambda x: x ** 2) |
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243 self.orb_dy_interpolator = Interpolator((0,), self._game.frame, |
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244 (-32,), self._game.frame + 8) |
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245 self.state.focused = True |
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246 |
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247 |
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248 def stop_focusing(self): |
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249 self.orb_dx_interpolator = Interpolator((8,), self._game.frame, |
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250 (24,), self._game.frame + 8, |
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251 lambda x: x ** 2) |
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252 self.orb_dy_interpolator = Interpolator((-32,), self._game.frame, |
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253 (0,), self._game.frame + 8) |
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254 self.state.focused = False |
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255 |
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256 |
384
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257 @property |
206
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258 def objects(self): |
384
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259 return [self] + (self.orbs if self.state.power >= 8 else []) |
206
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260 |
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261 |
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262 def update(self, keystate): |
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263 Player.update(self, keystate) |
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264 |
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265 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
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266 if self.orb_dx_interpolator: |
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267 self.orb_dx_interpolator.update(self._game.frame) |
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268 dx, = self.orb_dx_interpolator.values |
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269 self.orbs[0].offset_x = -dx |
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270 self.orbs[1].offset_x = dx |
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271 if self.orb_dy_interpolator: |
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272 self.orb_dy_interpolator.update(self._game.frame) |
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273 dy, = self.orb_dy_interpolator.values |
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274 self.orbs[0].offset_y = dy |
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275 self.orbs[1].offset_y = dy |
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276 |
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277 for orb in self.orbs: |
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278 orb.update() |
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279 |