Mercurial > touhou
annotate pytouhou/game/enemy.py @ 193:9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Fri, 28 Oct 2011 12:38:26 +0200 |
parents | dbe6b7b2d3fc |
children | e1bc8c4cbb1a |
rev | line source |
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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 |
20
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16 from pytouhou.utils.interpolator import Interpolator |
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17 from pytouhou.vm.anmrunner import ANMRunner |
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18 from pytouhou.game.sprite import Sprite |
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19 from pytouhou.game.bullet import Bullet |
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20 from pytouhou.game.item import Item |
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21 from math import cos, sin, atan2, pi |
18
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22 |
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23 |
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24 class Enemy(object): |
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25 def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game): |
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26 self._game = game |
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27 self._anm_wrapper = anm_wrapper |
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28 self._sprite = None |
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29 self._anmrunner = None |
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30 self._removed = False |
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31 self._visible = True |
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32 self._type = _type |
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33 self._bonus_dropped = bonus_dropped |
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34 self._die_score = die_score #TODO: use it |
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35 self._was_visible = False |
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36 |
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37 self.frame = 0 |
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38 |
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39 self.x, self.y = pos |
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40 self.life = life |
36 | 41 self.max_life = life |
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42 self.touchable = True |
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43 self.damageable = True |
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44 self.death_flags = 0 |
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45 self.boss = False |
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46 self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) |
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47 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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48 self.bullet_attributes = None |
36 | 49 self.bullet_launch_offset = (0, 0) |
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50 self.death_callback = None |
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51 self.boss_callback = None |
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52 self.low_life_callback = None |
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53 self.low_life_trigger = None |
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54 self.timeout = None |
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55 self.timeout_callback = None |
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56 self.remaining_lives = -1 |
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57 |
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58 self.automatic_orientation = False |
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59 |
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60 self.bullet_launch_interval = 0 |
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61 self.bullet_launch_timer = 0 |
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62 self.delay_attack = False |
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63 |
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64 self.death_anim = 0 |
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65 self.movement_dependant_sprites = None |
22 | 66 self.direction = None |
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67 self.interpolator = None #TODO |
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68 self.speed_interpolator = None |
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69 self.angle = 0. |
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70 self.speed = 0. |
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71 self.rotation_speed = 0. |
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72 self.acceleration = 0. |
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73 |
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74 self.hitbox = (0, 0) |
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75 self.hitbox_half_size = (0, 0) |
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76 self.screen_box = None |
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77 |
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78 |
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79 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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80 bullets_per_shot, number_of_shots, speed, speed2, |
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81 launch_angle, angle, flags): |
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82 |
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83 # Apply difficulty-specific modifiers |
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84 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs |
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85 diff_coeff = self._game.difficulty / 32. |
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86 |
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87 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff |
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88 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. |
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89 bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) |
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90 number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) |
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91 |
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92 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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93 number_of_shots, speed, speed2, launch_angle, |
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94 angle, flags) |
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95 if not self.delay_attack: |
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96 self.fire() |
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97 |
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98 |
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99 def set_bullet_launch_interval(self, value, start=0.): |
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100 # Apply difficulty-specific modifiers: |
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101 value *= 1. - .4 * (self._game.difficulty - 16.) / 32. |
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102 |
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103 self.bullet_launch_interval = int(value) |
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104 self.bullet_launch_timer = int(value * start) |
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105 |
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106 |
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107 def fire(self): |
123 | 108 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
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109 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes |
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110 |
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111 bullet_type = self._game.bullet_types[type_idx] |
123 | 112 |
109
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113 ox, oy = self.bullet_launch_offset |
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114 launch_pos = self.x + ox, self.y + oy |
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115 |
104
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116 if speed2 < 0.3: |
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117 speed2 = 0.3 |
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118 |
83
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Basic bullet handling! Clean up as soon as possible :p
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119 self.bullet_launch_timer = 0 |
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120 |
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121 player = self.select_player() |
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122 |
79
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123 if type_ in (67, 69, 71): |
132
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124 launch_angle += self.get_player_angle(player, launch_pos) |
135
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125 if type_ in (69, 70, 71, 74): |
79
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126 angle = 2. * pi / bullets_per_shot |
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127 if type_ == 71: |
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128 launch_angle += pi / bullets_per_shot |
104
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129 if type_ != 75: |
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130 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
83
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131 |
151
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132 bullets = self._game.bullets |
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133 nb_bullets_max = self._game.nb_bullets_max |
106 | 134 |
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135 for shot_nb in range(number_of_shots): |
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136 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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137 bullet_angle = launch_angle |
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138 for bullet_nb in range(bullets_per_shot): |
143 | 139 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
140 break | |
141 | |
135
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142 if type_ == 75: # 102h.exe@0x4138cf |
151
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143 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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144 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
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145 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 146 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 147 bullet_angle, shot_speed, |
148 self.extended_bullet_attributes, | |
151
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149 flags, player, self._game)) |
83
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150 bullet_angle += angle |
48
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151 |
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152 |
79
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153 def select_player(self, players=None): |
151
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154 return (players or self._game.players)[0] #TODO |
50
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155 |
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156 |
132
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157 def get_player_angle(self, player=None, pos=None): |
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158 player = player or self.select_player() |
132
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159 x, y = pos or (self.x, self.y) |
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160 return atan2(player.y - y, player.x - x) |
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161 |
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162 |
49
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163 def set_anim(self, index): |
69
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164 self._sprite = Sprite() |
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165 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) |
105
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166 self._anmrunner.run_frame() |
23
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167 |
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168 |
166
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169 def on_attack(self, bullet): |
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170 if self.damageable: |
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171 self.life -= bullet._bullet_type.damage |
190
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172 self.drop_particles(1, 1) |
152
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173 |
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174 |
166
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175 def on_collide(self): |
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176 self.life -= 80 # found experimentally |
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177 |
154
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178 |
166
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179 def die_anim(self): |
181
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Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
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diff
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|
180 self._game.new_death((self.x, self.y), self.death_anim) |
190
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181 |
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diff
changeset
|
182 |
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diff
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|
183 def drop_particles(self, number, color): |
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184
diff
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|
184 #TODO: white particles are only used in stage 3 to 6, |
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diff
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|
185 # in other stages they are blue. |
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184
diff
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|
186 if color == 0: |
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184
diff
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|
187 if self._game.stage in [1, 2, 7]: |
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184
diff
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|
188 color = 3 |
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184
diff
changeset
|
189 for i in range(number): |
193
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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190
diff
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|
190 self._game.new_particle((self.x, self.y), color, 4., 256) #TODO: find the real size. |
154
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diff
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|
191 |
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diff
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192 |
23
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193 def set_pos(self, x, y, z): |
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194 self.x, self.y = x, y |
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195 self.interpolator = Interpolator((x, y)) |
151
5cf927cbd9c5
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143
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changeset
|
196 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
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197 |
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diff
changeset
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198 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
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199 def move_to(self, duration, x, y, z, formula): |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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56
diff
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|
200 if not self.interpolator: |
151
5cf927cbd9c5
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143
diff
changeset
|
201 frame = self._game.frame |
62
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57
diff
changeset
|
202 self.interpolator = Interpolator((self.x, self.y), formula) |
100
5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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98
diff
changeset
|
203 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
5c40cc1b8019
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diff
changeset
|
204 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
444ac7bca7bc
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205 |
75
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|
206 self.speed = 0. |
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207 self.angle = atan2(y - self.y, x - self.x) |
23
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208 |
75
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209 |
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changeset
|
210 def stop_in(self, duration, formula): |
57
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211 if not self.speed_interpolator: |
151
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diff
changeset
|
212 frame = self._game.frame |
75
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diff
changeset
|
213 self.speed_interpolator = Interpolator((self.speed,), formula) |
100
5c40cc1b8019
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diff
changeset
|
214 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
5c40cc1b8019
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98
diff
changeset
|
215 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
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diff
changeset
|
216 |
75
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changeset
|
217 self.speed = 0. |
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changeset
|
218 |
57
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219 |
23
444ac7bca7bc
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22
diff
changeset
|
220 def is_visible(self, screen_width, screen_height): |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
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221 if self._sprite: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
changeset
|
222 tx, ty, tw, th = self._sprite.texcoords |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
changeset
|
223 if self._sprite.corner_relative_placement: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
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|
224 raise Exception #TODO |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
changeset
|
225 else: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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72
diff
changeset
|
226 tx, ty, tw, th = 0., 0., 0., 0. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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23
diff
changeset
|
227 |
123 | 228 x, y = self.x, self.y |
73
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
changeset
|
229 max_x = tw / 2. |
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230 max_y = th / 2. |
29
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Don't lose time updating off-screen enemies' sprites
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231 |
123 | 232 if (max_x < x - screen_width |
233 or max_x < -x | |
234 or max_y < y - screen_height | |
235 or max_y < -y): | |
23
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236 return False |
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237 return True |
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238 |
18
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239 |
69
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240 def update(self): |
21
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241 x, y = self.x, self.y |
57
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242 if self.interpolator: |
151
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243 self.interpolator.update(self._game.frame) |
20
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244 x, y = self.interpolator.values |
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245 |
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246 self.speed += self.acceleration #TODO: units? Execution order? |
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247 self.angle += self.rotation_speed #TODO: units? Execution order? |
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248 |
57
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249 |
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250 if self.speed_interpolator: |
151
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251 self.speed_interpolator.update(self._game.frame) |
57
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252 self.speed, = self.speed_interpolator.values |
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253 |
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254 |
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255 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
49
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256 if self._type & 2: |
21
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257 x -= dx |
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258 else: |
21
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259 x += dx |
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260 y += dy |
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261 |
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262 if self.movement_dependant_sprites: |
57
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263 #TODO: is that really how it works? Almost. |
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264 # Sprite determination is done only once per changement, and is |
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265 # superseeded by ins_97. |
62
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266 end_left, end_right, left, right = self.movement_dependant_sprites |
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267 if x < self.x and self.direction != -1: |
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268 self.set_anim(left) |
22 | 269 self.direction = -1 |
62
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270 elif x > self.x and self.direction != +1: |
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271 self.set_anim(right) |
22 | 272 self.direction = +1 |
62
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273 elif x == self.x and self.direction is not None: |
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274 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 275 self.direction = None |
21
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276 |
50
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277 |
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278 if self.screen_box: |
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279 xmin, ymin, xmax, ymax = self.screen_box |
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280 x = max(xmin, min(x, xmax)) |
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281 y = max(ymin, min(y, ymax)) |
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282 |
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283 |
21
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284 self.x, self.y = x, y |
69
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285 |
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286 #TODO |
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287 if self._anmrunner and not self._anmrunner.run_frame(): |
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288 self._anmrunner = None |
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289 |
183
b6d7ce644f34
Implement two new ECL instructions.
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290 if self._sprite and self._visible: |
69
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291 if self._sprite._removed: |
49
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292 self._sprite = None |
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293 else: |
120
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Small refactoring and massive performance improvement
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294 self._sprite.update_orientation(self.angle, |
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Small refactoring and massive performance improvement
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295 self.automatic_orientation) |
36 | 296 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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297 |
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Basic bullet handling! Clean up as soon as possible :p
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298 if self.bullet_launch_interval != 0: |
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299 self.bullet_launch_timer += 1 |
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300 if self.bullet_launch_timer == self.bullet_launch_interval: |
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301 self.fire() |
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302 |
18
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303 self.frame += 1 |
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304 |