annotate pytouhou/game/game.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>
date Fri, 28 Oct 2011 12:38:26 +0200
parents 5e84dfd153ab
children 1e501e3b6645
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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
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16 from pytouhou.utils.random import Random
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17
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18 from pytouhou.vm.eclrunner import ECLMainRunner
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19
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20 from pytouhou.game.player import Player
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21 from pytouhou.game.enemy import Enemy
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22 from pytouhou.game.item import Item
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23 from pytouhou.game.effect import Effect
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24 from pytouhou.game.effect import Particle
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25
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27
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28 class Game(object):
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29 def __init__(self, resource_loader, player_states, stage, rank, difficulty,
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30 bullet_types, item_types, characters, prng=None, nb_bullets_max=None):
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31 self.resource_loader = resource_loader
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32
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33 self.nb_bullets_max = nb_bullets_max
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34 self.bullet_types = bullet_types
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35 self.item_types = item_types
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36 self.characters = characters
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37
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38 self.players = [Player(player_state, characters[player_state.character], self) for player_state in player_states]
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39 self.enemies = []
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40 self.effects = []
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41 self.bullets = []
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42 self.cancelled_bullets = []
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43 self.players_bullets = []
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44 self.items = []
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45
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46 self.stage = stage
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47 self.rank = rank
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48 self.difficulty = difficulty
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49 self.boss = None
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50 self.spellcard = None
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51 self.bonus_list = [0,0,1,0,1,0,0,1,1,1,0,0,0,1,1,0,1,0,1,0,1,0,1,0,1,0,0,1,1,1,0,2]
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52 self.prng = prng or Random()
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53 self.frame = 0
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54
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55 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage,
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56 'stg%denm2.anm' % stage))
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57 self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',))
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58 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage)
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59 self.ecl_runner = ECLMainRunner(ecl, self)
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60
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61 # See 102h.exe@0x413220 if you think you're brave enough.
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62 self.deaths_count = self.prng.rand_uint16() % 3
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63 self.next_bonus = self.prng.rand_uint16() % 8
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65
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66 def drop_bonus(self, x, y, _type, end_pos=None):
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67 player = self.players[0] #TODO
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68 if _type > 6:
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69 return
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70 item_type = self.item_types[_type]
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71 item = Item((x, y), item_type, self, end_pos=end_pos)
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72 self.items.append(item)
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73
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74
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75 def change_bullets_into_star_items(self):
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76 player = self.players[0] #TODO
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77 item_type = self.item_types[6]
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78 self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets)
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79 self.bullets = []
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82 def new_death(self, pos, index):
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83 anim = {0: 3, 1: 4, 2: 5}[index % 256] # The TB is wanted, if index isn’t in these values the original game crashs.
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84 self.effects.append(Effect(pos, anim, self.etama4))
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87 def new_particle(self, pos, color, size, amp):
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88 self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, amp, self))
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89
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90
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91 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score):
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92 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self)
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93 self.enemies.append(enemy)
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94 return enemy
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95
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96
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97 def run_iter(self, keystate):
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98 # 1. VMs.
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99 self.ecl_runner.run_iter()
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100
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101 # 2. Filter out destroyed enemies
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102 self.enemies = [enemy for enemy in self.enemies if not enemy._removed]
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103 self.effects = [enemy for enemy in self.effects if not enemy._removed]
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104 self.bullets = [bullet for bullet in self.bullets if not bullet._removed]
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105 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed]
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106 self.items = [item for item in self.items if not item._removed]
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108
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109 # 3. Let's play!
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110 # In the original game, updates are done in prioritized functions called "chains"
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111 # We have to mimic this functionnality to be replay-compatible with the official game.
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112
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113 # Pri 6 is background
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114 self.update_players(keystate) # Pri 7
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115 self.update_enemies() # Pri 9
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116 self.update_effects() # Pri 10
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117 self.update_bullets() # Pri 11
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118 # Pri 12 is HUD
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119
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120 # 4. Cleaning
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121 self.cleanup()
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122
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parents: 192
diff changeset
123 self.frame += 1
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parents: 192
diff changeset
124
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents: 192
diff changeset
125
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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parents: 192
diff changeset
126 def update_enemies(self):
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parents: 192
diff changeset
127 for enemy in self.enemies:
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parents: 192
diff changeset
128 enemy.update()
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parents: 192
diff changeset
129
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parents: 192
diff changeset
130 # Check for collisions
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parents: 192
diff changeset
131 for enemy in self.enemies:
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parents: 192
diff changeset
132 ex, ey = enemy.x, enemy.y
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parents: 192
diff changeset
133 ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size
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parents: 192
diff changeset
134 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x
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parents: 192
diff changeset
135 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y
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parents: 192
diff changeset
136
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Thibaut Girka <thib@sitedethib.com>
parents: 192
diff changeset
137 for bullet in self.players_bullets:
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Thibaut Girka <thib@sitedethib.com>
parents: 192
diff changeset
138 half_size = bullet.hitbox_half_size
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parents: 192
diff changeset
139 bx, by = bullet.x, bullet.y
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parents: 192
diff changeset
140 bx1, bx2 = bx - half_size, bx + half_size
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parents: 192
diff changeset
141 by1, by2 = by - half_size, by + half_size
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parents: 192
diff changeset
142
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parents: 192
diff changeset
143 if not (bx2 < ex1 or bx1 > ex2
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parents: 192
diff changeset
144 or by2 < ey1 or by1 > ey2):
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parents: 192
diff changeset
145 bullet.collide()
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parents: 192
diff changeset
146 enemy.on_attack(bullet)
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parents: 192
diff changeset
147 player.state.score += 90 # found experimentally
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parents: 192
diff changeset
148
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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parents: 192
diff changeset
149
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parents: 192
diff changeset
150 def update_players(self, keystate):
130
11ab06f4c4c6 Introduce characters!
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parents: 123
diff changeset
151 for player in self.players:
142
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parents: 134
diff changeset
152 player.update(keystate) #TODO: differentiate keystates (multiplayer mode)
130
11ab06f4c4c6 Introduce characters!
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parents: 123
diff changeset
153 if player.state.x < 8.:
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parents: 123
diff changeset
154 player.state.x = 8.
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parents: 123
diff changeset
155 if player.state.x > 384.-8: #TODO
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parents: 123
diff changeset
156 player.state.x = 384.-8
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Thibaut Girka <thib@sitedethib.com>
parents: 123
diff changeset
157 if player.state.y < 16.:
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Thibaut Girka <thib@sitedethib.com>
parents: 123
diff changeset
158 player.state.y = 16.
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parents: 123
diff changeset
159 if player.state.y > 448.-16: #TODO
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parents: 123
diff changeset
160 player.state.y = 448.-16
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parents: 123
diff changeset
161
193
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Thibaut Girka <thib@sitedethib.com>
parents: 192
diff changeset
162 for bullet in self.players_bullets:
97
ac2e5e1c2c3c Refactor \o/
Thibaut Girka <thib@sitedethib.com>
parents: 83
diff changeset
163 bullet.update()
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parents: 83
diff changeset
164
193
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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parents: 192
diff changeset
165 # Check for collisions
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parents: 192
diff changeset
166 for player in self.players:
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parents: 192
diff changeset
167 if not player.state.touchable:
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parents: 192
diff changeset
168 continue
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parents: 192
diff changeset
169
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parents: 192
diff changeset
170 px, py = player.x, player.y
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parents: 192
diff changeset
171 phalf_size = player.hitbox_half_size
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parents: 192
diff changeset
172 px1, px2 = px - phalf_size, px + phalf_size
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parents: 192
diff changeset
173 py1, py2 = py - phalf_size, py + phalf_size
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parents: 192
diff changeset
174
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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parents: 192
diff changeset
175 ghalf_size = player.graze_hitbox_half_size
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parents: 192
diff changeset
176 gx1, gx2 = px - ghalf_size, px + ghalf_size
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parents: 192
diff changeset
177 gy1, gy2 = py - ghalf_size, py + ghalf_size
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parents: 192
diff changeset
178
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parents: 192
diff changeset
179 #TODO: Should that be done here or in update_enemies?
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parents: 192
diff changeset
180 for enemy in self.enemies:
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parents: 192
diff changeset
181 half_size_x, half_size_y = enemy.hitbox_half_size
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parents: 192
diff changeset
182 bx, by = enemy.x, enemy.y
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parents: 192
diff changeset
183 bx1, bx2 = bx - half_size_x, bx + half_size_x
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parents: 192
diff changeset
184 by1, by2 = by - half_size_y, by + half_size_y
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parents: 192
diff changeset
185
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parents: 192
diff changeset
186 #TODO: box-box or point-in-box?
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parents: 192
diff changeset
187 if enemy.touchable and not (bx2 < px1 or bx1 > px2
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parents: 192
diff changeset
188 or by2 < py1 or by1 > py2):
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parents: 192
diff changeset
189 enemy.on_collide()
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parents: 192
diff changeset
190 if player.state.invulnerable_time == 0:
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parents: 192
diff changeset
191 player.collide()
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parents: 192
diff changeset
192
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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parents: 192
diff changeset
193
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parents: 192
diff changeset
194 def update_effects(self):
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parents: 192
diff changeset
195 for effect in self.effects:
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parents: 192
diff changeset
196 effect.update()
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parents: 192
diff changeset
197
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents: 192
diff changeset
198
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Thibaut Girka <thib@sitedethib.com>
parents: 192
diff changeset
199 def update_bullets(self):
161
7e7368356445 Add bullet cancel anim support
Thibaut Girka <thib@sitedethib.com>
parents: 159
diff changeset
200 for bullet in self.cancelled_bullets:
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Thibaut Girka <thib@sitedethib.com>
parents: 159
diff changeset
201 bullet.update()
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Thibaut Girka <thib@sitedethib.com>
parents: 159
diff changeset
202
193
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Thibaut Girka <thib@sitedethib.com>
parents: 192
diff changeset
203 for bullet in self.bullets:
164
5271789c067d Implement player bullets rendering and updating.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 161
diff changeset
204 bullet.update()
5271789c067d Implement player bullets rendering and updating.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 161
diff changeset
205
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents: 150
diff changeset
206 for item in self.items:
150
4f46717390aa Introduce items, implement ECL instruction 83
Thibaut Girka <thib@sitedethib.com>
parents: 143
diff changeset
207 item.update()
4f46717390aa Introduce items, implement ECL instruction 83
Thibaut Girka <thib@sitedethib.com>
parents: 143
diff changeset
208
142
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parents: 134
diff changeset
209 for player in self.players:
172
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parents: 171
diff changeset
210 if not player.state.touchable:
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 171
diff changeset
211 continue
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parents: 171
diff changeset
212
142
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parents: 134
diff changeset
213 px, py = player.x, player.y
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parents: 134
diff changeset
214 phalf_size = player.hitbox_half_size
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parents: 134
diff changeset
215 px1, px2 = px - phalf_size, px + phalf_size
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parents: 134
diff changeset
216 py1, py2 = py - phalf_size, py + phalf_size
152
86807b8a63bd Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 151
diff changeset
217
176
80a4c7ed43b3 Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
218 ghalf_size = player.graze_hitbox_half_size
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
219 gx1, gx2 = px - ghalf_size, px + ghalf_size
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
220 gy1, gy2 = py - ghalf_size, py + ghalf_size
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
221
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents: 150
diff changeset
222 for bullet in self.bullets:
142
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Thibaut Girka <thib@sitedethib.com>
parents: 134
diff changeset
223 half_size = bullet.hitbox_half_size
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Thibaut Girka <thib@sitedethib.com>
parents: 134
diff changeset
224 bx, by = bullet.x, bullet.y
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parents: 134
diff changeset
225 bx1, bx2 = bx - half_size, bx + half_size
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parents: 134
diff changeset
226 by1, by2 = by - half_size, by + half_size
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Thibaut Girka <thib@sitedethib.com>
parents: 134
diff changeset
227
c7f0fd9d2145 Simple collision detection
Thibaut Girka <thib@sitedethib.com>
parents: 134
diff changeset
228 if not (bx2 < px1 or bx1 > px2
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Thibaut Girka <thib@sitedethib.com>
parents: 134
diff changeset
229 or by2 < py1 or by1 > py2):
156
ebfd328e700c Rename a few functions, move a few things around...
Thibaut Girka <thib@sitedethib.com>
parents: 154
diff changeset
230 bullet.collide()
172
ea2ad94c33a0 Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 171
diff changeset
231 if player.state.invulnerable_time == 0:
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 171
diff changeset
232 player.collide()
152
86807b8a63bd Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 151
diff changeset
233
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 180
diff changeset
234 elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2
176
80a4c7ed43b3 Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
235 or by2 < gy1 or by1 > gy2):
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 180
diff changeset
236 bullet.grazed = True
184
54eb6b254b7b When touched, drop the items at the right place, and add precisions about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 181
diff changeset
237 player.state.graze += 1
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 180
diff changeset
238 player.state.score += 500 # found experimentally
193
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents: 192
diff changeset
239 self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range.
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 180
diff changeset
240 #TODO: display a static particle during one frame at
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 180
diff changeset
241 # 12 pixels of the player, in the axis of the “collision”.
176
80a4c7ed43b3 Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 173
diff changeset
242
152
86807b8a63bd Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 151
diff changeset
243 for item in self.items:
86807b8a63bd Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 151
diff changeset
244 half_size = item.hitbox_half_size
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245 bx, by = item.x, item.y
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246 bx1, bx2 = bx - half_size, bx + half_size
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247 by1, by2 = by - half_size, by + half_size
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248
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249 if not (bx2 < px1 or bx1 > px2
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250 or by2 < py1 or by1 > py2):
156
ebfd328e700c Rename a few functions, move a few things around...
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251 player.collect(item)
150
4f46717390aa Introduce items, implement ECL instruction 83
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252
97
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253
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254 def cleanup(self):
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255 # Filter out non-visible enemies
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256 for enemy in tuple(self.enemies):
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257 if enemy.is_visible(384, 448): #TODO
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258 enemy._was_visible = True
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259 elif enemy._was_visible:
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260 # Filter out-of-screen enemy
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261 enemy._removed = True
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262 self.enemies.remove(enemy)
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263
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264 # Filter out-of-scren bullets
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265 # TODO: was_visible thing
151
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266 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)]
161
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267 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)]
164
5271789c067d Implement player bullets rendering and updating.
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268 self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)]
97
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269
165
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270 # Filter out-of-scren items
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271 self.items = [item for item in self.items if item.y < 448]
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272
97
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273 # Disable boss mode if it is dead/it has timeout
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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274 if self.boss and self.boss._removed:
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275 self.boss = None
97
ac2e5e1c2c3c Refactor \o/
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276