annotate pytouhou/game/item.pyx @ 470:98995d8ac744

Reset ANMRunner.sprite_index_offset after the first frame, fixes bullettype 7; also forbid glitch bullet types.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Mon, 16 Sep 2013 18:41:51 +0200
parents feecdb4a8928
children 8038f1957b71
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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 from libc.math cimport cos, sin, atan2, M_PI as pi
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17
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18 cdef class Indicator(Element):
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19 def __init__(self, Item item):
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20 Element.__init__(self)
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21
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22 self._item = item
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23 self.sprite = item._item_type.indicator_sprite.copy()
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24
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25 self.x = self._item.x
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26 self.y = self.sprite.texcoords[2] / 2.
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27
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29 cdef void update(self) nogil:
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30 #TODO: alpha
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31 self.x = self._item.x
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32
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34
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35 cdef class Item(Element):
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36 def __init__(self, start_pos, long _type, item_type, Game game, double angle=pi/2, Player player=None, end_pos=None):
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37 Element.__init__(self, start_pos)
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38
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39 self._game = game
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40 self._type = _type
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41 self._item_type = item_type
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42 self.sprite = item_type.sprite
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43
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44 self.frame = 0
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45 self.angle = angle
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46 self.indicator = None
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47
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48 if player is not None:
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49 self.autocollect(player)
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50 else:
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51 self.player = None
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52
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53 #TODO: find the formulae in the binary.
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54 self.speed_interpolator = None
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55 if end_pos:
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56 self.pos_interpolator = Interpolator(start_pos, 0,
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57 end_pos, 60)
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58 else:
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59 self.speed_interpolator = Interpolator((-2.,), 0,
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60 (0.,), 60)
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61
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62 self.sprite.angle = angle
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64
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65 property objects:
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66 def __get__(self):
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67 if self.indicator is not None:
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68 return [self.indicator]
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69 return [self]
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71
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72 cdef void autocollect(self, Player player):
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73 if self.player is None:
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74 self.player = player
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75 self.speed = player.sht.autocollection_speed
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76
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77
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78 cdef void on_collect(self, Player player):
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79 cdef long level, poc
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80
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81 player_state = player.state
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82 old_power = player_state.power
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83 score = 0
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84 label = None
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85 color = 'white'
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86 player.play_sound('item00')
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87
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88 if self._type == 0 or self._type == 2: # power or big power
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89 if old_power < 128:
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90 player_state.power_bonus = 0
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91 score = 10
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92 player_state.power += (1 if self._type == 0 else 8)
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93 if player_state.power > 128:
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94 player_state.power = 128
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95 for level in (8, 16, 32, 48, 64, 96):
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96 if old_power < level and player_state.power >= level:
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97 label = self._game.new_label((self.x, self.y), ':') # Actually a “PowerUp” character.
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98 color = 'blue'
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99 label.set_color(color)
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100 labeled = True
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101 else:
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102 bonus = player_state.power_bonus + (1 if self._type == 0 else 8)
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103 if bonus > 30:
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104 bonus = 30
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105 if bonus < 9:
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106 score = (bonus + 1) * 10
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107 elif bonus < 18:
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108 score = (bonus - 8) * 100
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109 elif bonus < 30:
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110 score = (bonus - 17) * 1000
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111 elif bonus == 30:
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112 score = 51200
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113 color = 'yellow'
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114 player_state.power_bonus = bonus
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115 self._game.modify_difficulty(+1)
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116
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117 elif self._type == 1: # point
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118 player_state.points += 1
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119 poc = player.sht.point_of_collection
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120 if player_state.y < poc:
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121 score = 100000
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122 self._game.modify_difficulty(+30)
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123 color = 'yellow'
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124 else:
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125 #score = #TODO: find the formula.
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126 self._game.modify_difficulty(+3)
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127
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128 elif self._type == 3: # bomb
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129 if player_state.bombs < 8:
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130 player_state.bombs += 1
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131 self._game.modify_difficulty(+5)
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133 elif self._type == 4: # full power
264
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134 score = 1000
197
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135 player_state.power = 128
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136
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137 elif self._type == 5: # 1up
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138 if player_state.lives < 8:
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139 player_state.lives += 1
198
13918723d1bc Modify difficulty when it has to.
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140 self._game.modify_difficulty(+200)
343
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141 player.play_sound('extend')
197
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142
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143 elif self._type == 6: # star
264
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144 score = 500
197
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145
264
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146 if old_power < 128 and player_state.power == 128:
197
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147 #TODO: display “full power”.
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148 self._game.change_bullets_into_star_items()
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149
264
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150 if score > 0:
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151 player_state.score += score
446
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152 if label is None:
327
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153 label = self._game.new_label((self.x, self.y), str(score))
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154 if color != 'white':
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155 label.set_color(color)
264
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156
304
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157 self.removed = True
197
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158
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159
446
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160 cpdef update(self):
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161 cdef bint offscreen
384
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162
153
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163 if self.frame == 60:
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164 self.speed_interpolator = Interpolator((0.,), 60,
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165 (3.,), 180)
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166
150
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167 if self.player is not None:
445
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168 player_state = self.player.state
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169 self.angle = atan2(player_state.y - self.y, player_state.x - self.x)
153
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170 self.x += cos(self.angle) * self.speed
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171 self.y += sin(self.angle) * self.speed
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172 elif self.speed_interpolator is None:
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173 self.pos_interpolator.update(self.frame)
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174 self.x, self.y = self.pos_interpolator.values
150
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175 else:
153
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176 self.speed_interpolator.update(self.frame)
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177 self.speed, = self.speed_interpolator.values
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178 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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179 self.x += dx
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180 self.y += dy
150
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181
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182 offscreen = self.y < -(<double>self.sprite.texcoords[2] / 2.)
315
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diff changeset
183 if offscreen:
446
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184 if self.indicator is None:
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185 self.indicator = Indicator(self)
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diff changeset
186 self.indicator.update()
315
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parents: 306
diff changeset
187 else:
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diff changeset
188 self.indicator = None
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diff changeset
189
153
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diff changeset
190 self.frame += 1