Mercurial > touhou
annotate pytouhou/game/bullet.py @ 162:959c8b312918
Add character choosing in CLI.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 16 Oct 2011 07:42:11 -0700 |
parents | 7e7368356445 |
children | ee0bbde02c48 |
rev | line source |
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84 | 1 # -*- encoding: utf-8 -*- |
2 ## | |
3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> | |
4 ## | |
5 ## This program is free software; you can redistribute it and/or modify | |
6 ## it under the terms of the GNU General Public License as published | |
7 ## by the Free Software Foundation; version 3 only. | |
8 ## | |
9 ## This program is distributed in the hope that it will be useful, | |
10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of | |
11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
12 ## GNU General Public License for more details. | |
13 ## | |
14 | |
158 | 15 from math import cos, sin, atan2 |
84 | 16 |
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17 from pytouhou.utils.interpolator import Interpolator |
84 | 18 from pytouhou.vm.anmrunner import ANMRunner |
19 from pytouhou.game.sprite import Sprite | |
20 | |
21 | |
22 class Bullet(object): | |
123 | 23 def __init__(self, pos, bullet_type, sprite_idx_offset, |
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24 angle, speed, attributes, flags, player, game): |
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25 self._game = game |
84 | 26 self._sprite = None |
27 self._anmrunner = None | |
28 self._removed = False | |
29 self._launched = False | |
123 | 30 self._bullet_type = bullet_type |
84 | 31 |
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32 self.hitbox_half_size = bullet_type.hitbox_size / 2. |
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33 |
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34 self.speed_interpolator = None |
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35 self.frame = 0 |
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36 self.grazed = False |
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37 |
84 | 38 self.player = player |
39 | |
40 self.sprite_idx_offset = sprite_idx_offset | |
41 | |
42 self.flags = flags | |
43 self.attributes = list(attributes) | |
44 | |
45 self.x, self.y = pos | |
46 self.angle = angle | |
47 self.speed = speed | |
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48 dx, dy = cos(angle) * speed, sin(angle) * speed |
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49 self.delta = dx, dy |
84 | 50 |
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51 #TODO |
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52 if flags & 14: |
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53 if flags & 2: |
123 | 54 index = bullet_type.launch_anim2_index |
55 launch_mult = bullet_type.launch_anim_penalties[0] | |
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56 elif flags & 4: |
123 | 57 index = bullet_type.launch_anim4_index |
58 launch_mult = bullet_type.launch_anim_penalties[1] | |
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59 else: |
123 | 60 index = bullet_type.launch_anim8_index |
61 launch_mult = bullet_type.launch_anim_penalties[2] | |
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62 self.launch_delta = dx * launch_mult, dy * launch_mult |
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63 self._sprite = Sprite() |
123 | 64 self._anmrunner = ANMRunner(bullet_type.anm_wrapper, |
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65 index, self._sprite, |
123 | 66 bullet_type.launch_anim_offsets[sprite_idx_offset]) |
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67 self._anmrunner.run_frame() |
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68 else: |
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69 self.launch() |
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70 |
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71 self._sprite.angle = angle |
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72 |
84 | 73 |
74 def is_visible(self, screen_width, screen_height): | |
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75 tx, ty, tw, th = self._sprite.texcoords |
123 | 76 x, y = self.x, self.y |
84 | 77 |
78 max_x = tw / 2. | |
79 max_y = th / 2. | |
80 | |
123 | 81 if (max_x < x - screen_width |
82 or max_x < -x | |
83 or max_y < y - screen_height | |
84 or max_y < -y): | |
84 | 85 return False |
86 return True | |
87 | |
88 | |
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89 def set_anim(self, sprite_idx_offset=None): |
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90 if sprite_idx_offset is not None: |
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91 self.sprite_idx_offset = sprite_idx_offset |
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92 |
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93 bt = self._bullet_type |
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94 self._sprite = Sprite() |
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95 self._sprite.angle = self.angle |
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96 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index, |
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97 self._sprite, self.sprite_idx_offset) |
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98 self._anmrunner.run_frame() |
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99 |
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100 |
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101 def launch(self): |
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102 self._launched = True |
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103 self.update = self.update_full |
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104 self.set_anim() |
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105 if self.flags & 1: |
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106 self.speed_interpolator = Interpolator((self.speed + 5.,), 0, |
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107 (self.speed,), 16) |
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108 |
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109 |
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110 def collide(self): |
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111 self.cancel() |
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112 |
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113 |
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114 def cancel(self): |
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115 # Cancel animation |
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116 bt = self._bullet_type |
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117 self._sprite = Sprite() |
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118 self._sprite.angle = self.angle |
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119 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index, |
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120 self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) |
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121 self._anmrunner.run_frame() |
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122 |
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123 # Change update method |
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124 self.update = self.update_cancel |
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125 |
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126 # Do not use this one for collisions anymore |
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127 self._game.bullets.remove(self) |
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128 self._game.cancelled_bullets.append(self) |
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129 |
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130 |
84 | 131 def update(self): |
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132 dx, dy = self.launch_delta |
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133 self.x += dx |
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134 self.y += dy |
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135 |
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136 if not self._anmrunner.run_frame(): |
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137 self.launch() |
84 | 138 |
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139 |
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140 def update_cancel(self): |
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141 dx, dy = self.delta |
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142 self.x += dx |
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143 self.y += dy |
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144 |
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145 if not self._anmrunner.run_frame(): |
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146 self._removed = True |
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147 |
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148 |
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149 def update_simple(self): |
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150 dx, dy = self.delta |
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151 self.x += dx |
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152 self.y += dy |
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153 |
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154 |
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155 def update_full(self): |
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156 sprite = self._sprite |
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157 |
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158 if self._anmrunner is not None and not self._anmrunner.run_frame(): |
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159 self._anmrunner = None |
84 | 160 |
161 #TODO: flags | |
162 x, y = self.x, self.y | |
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163 dx, dy = self.delta |
84 | 164 |
86
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165 if self.flags & 16: |
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166 length, angle = self.attributes[4:6] |
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167 angle = self.angle if angle < -900.0 else angle #TODO: is that right? |
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168 dx, dy = dx + cos(angle) * length, dy + sin(angle) * length |
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169 self.angle = sprite.angle = atan2(dy, dx) |
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170 if sprite.automatic_orientation: |
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171 sprite._changed = True |
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172 self.delta = dx, dy |
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173 if self.frame == self.attributes[0]: #TODO: include last frame, or not? |
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174 self.flags ^= 16 |
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175 elif self.flags & 32: |
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176 #TODO: check |
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177 acceleration, angular_speed = self.attributes[4:6] |
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178 self.speed += acceleration |
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179 self.angle += angular_speed |
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180 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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181 self.delta = dx, dy |
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182 sprite.angle = self.angle |
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183 if sprite.automatic_orientation: |
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184 sprite._changed = True |
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185 if self.frame == self.attributes[0]: |
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186 self.flags ^= 32 |
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187 elif self.flags & 448: |
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188 #TODO: check |
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189 frame, count = self.attributes[0:2] |
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190 angle, speed = self.attributes[4:6] |
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191 if self.frame % frame == 0: |
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192 count = count - 1 |
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193 |
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194 if self.frame != 0: |
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195 self.speed = speed |
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196 |
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197 if self.flags & 64: |
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198 self.angle += angle |
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199 elif self.flags & 128: |
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200 self.angle = atan2(self.player.y - y, self.player.x - x) + angle |
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201 elif self.flags & 256: |
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202 self.angle = angle |
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203 |
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204 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
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205 self.delta = dx, dy |
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206 sprite.angle = self.angle |
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207 if sprite.automatic_orientation: |
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208 sprite._changed = True |
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209 |
127 | 210 if count >= 0: |
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211 self.speed_interpolator = Interpolator((self.speed,), self.frame, |
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212 (0.,), self.frame + frame - 1) |
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213 else: |
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214 self.flags &= ~448 |
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215 |
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216 self.attributes[1] = count |
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217 #TODO: other flags |
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218 elif not self.speed_interpolator and self._anmrunner is None: |
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219 self.update = self.update_simple |
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220 |
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221 if self.speed_interpolator: |
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222 self.speed_interpolator.update(self.frame) |
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223 self.speed, = self.speed_interpolator.values |
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224 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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225 self.delta = dx, dy |
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226 |
84 | 227 self.x, self.y = x + dx, y + dy |
228 | |
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229 self.frame += 1 |
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230 |