annotate pytouhou/games/eosd/interface.py @ 754:a6875f90c141

Python: Only init SDL2 video if using SDL2 frontend.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Mon, 04 Jan 2021 20:39:30 +0100
parents d1f0bb0b7a17
children
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2014 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.game.effect import Effect
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16 from pytouhou.game.text import Text, Counter, Gauge, NativeText
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17
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18
615
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19 class Interface:
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20 width = 640
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21 height = 480
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22 game_pos = (32, 16)
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23
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24 def __init__(self, resource_loader, player_state):
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25 self.game = None
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26 self.player_state = player_state
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27 front = resource_loader.get_single_anm('front.anm')
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28 self.ascii_anm = resource_loader.get_single_anm('ascii.anm')
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29
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30 self.highscore = 1000000 #TODO: read score.dat
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31 self.items = ([Effect((0, 32 * i), 6, front) for i in range(15)] +
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32 [Effect((416 + 32 * i, 32 * j), 6, front) for i in range(7) for j in range(15)] +
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33 [Effect((32 + 32 * i, 0), 7, front) for i in range(12)] +
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34 [Effect((32 + 32 * i, 464), 8, front) for i in range(12)] +
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35 [Effect((0, 0), i, front) for i in reversed(range(6))] +
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36 [Effect((0, 0), i, front) for i in range(9, 16)])
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37 for item in self.items:
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38 item.sprite.allow_dest_offset = True #XXX
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39
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40 self.level_start = []
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41
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42 self.labels = {
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43 'highscore': Text((500, 58), self.ascii_anm, front, text=b'0'),
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44 'score': Text((500, 82), self.ascii_anm, front, text=b'0'),
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45 'player': Counter((500, 122), front, front, script=16, value=0),
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46 'bombs': Counter((500, 146), front, front, script=17, value=0),
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47 'power': Text((500, 186), self.ascii_anm, front, text=b'0'),
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48 'graze': Text((500, 206), self.ascii_anm, front, text=b'0'),
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49 'points': Text((500, 226), self.ascii_anm, front, text=b'0'),
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50 'framerate': Text((512, 464), self.ascii_anm, front),
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51 'debug?': Text((0, 464), self.ascii_anm, front),
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52
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53 # Only when there is a boss.
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54 'boss_lives': Text((80, 16), self.ascii_anm),
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55 'timeout': Text((384, 16), self.ascii_anm),
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56 }
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57 self.labels['boss_lives'].set_color('yellow')
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58
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59 self.boss_items = [
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60 Effect((0, 0), 19, front), # Enemy
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61 Gauge((100, 24), front), # Gauge
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62 Gauge((100, 24), front), # Spellcard gauge
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63 ]
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64 for item in self.boss_items:
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65 item.sprite.allow_dest_offset = True #XXX
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66
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67
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68 def start_stage(self, game, stage):
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69 self.game = game
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70 if stage < 6:
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71 text = ('STAGE %d' % stage).encode()
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72 elif stage == 6:
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73 text = b'FINAL STAGE'
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74 elif stage == 7:
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75 text = b'EXTRA STAGE'
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76
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77 self.stage_name = NativeText((192, 200), game.std.name, shadow=True, align='center')
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78 self.stage_name.set_timeout(240, effect='fadeout', duration=60, start=120)
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79
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80 self.set_song_name(game.std.bgms[0][0])
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81
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82 self.level_start = [Text((16+384/2, 200), self.ascii_anm, text=text, align='center')] #TODO: find the exact location.
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83 self.level_start[0].set_timeout(240, effect='fadeout', duration=60, start=120)
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84 self.level_start[0].set_color('yellow')
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85
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86
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87 def set_song_name(self, name):
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88 #TODO: use the correct animation.
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89 self.song_name = NativeText((384, 432), '♪ ' + name, shadow=True, align='right')
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90 self.song_name.set_timeout(240, effect='fadeout', duration=60, start=120)
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91
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92
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93 def set_boss_life(self):
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94 if not self.game.boss:
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95 return
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96 self.boss_items[1].maximum = self.game.boss.life or 1
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97 self.boss_items[2].maximum = self.game.boss.life or 1
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98
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99
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100 def set_spell_life(self):
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101 self.boss_items[2].set_value(self.game.boss.low_life_trigger if self.game.boss else 0)
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102
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103
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104 def update(self):
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105 for elem in self.items:
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106 elem.update()
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107
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108 for elem in self.level_start:
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109 elem.update()
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110 if elem.removed: #XXX
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111 self.level_start = []
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112
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113 player_state = self.player_state
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114
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115 self.highscore = max(self.highscore, player_state.effective_score)
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116 self.labels['highscore'].set_text('%09d' % self.highscore)
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117 self.labels['score'].set_text('%09d' % player_state.effective_score)
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118 self.labels['power'].set_text('%d' % player_state.power)
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119 self.labels['graze'].set_text('%d' % player_state.graze)
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120 self.labels['points'].set_text('%d' % player_state.points)
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121 self.labels['player'].set_value(player_state.lives)
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122 self.labels['bombs'].set_value(player_state.bombs)
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123
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124 if self.game.boss:
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125 boss = self.game.boss
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126
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127 life_gauge = self.boss_items[1]
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128 life_gauge.set_value(boss.life)
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129
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130 spell_gauge = self.boss_items[2]
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131 spell_gauge.sprite.color = (255, 192, 192)
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132 if boss.life < spell_gauge.value:
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133 spell_gauge.set_value(boss.life)
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134
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135 for item in self.boss_items:
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136 item.update()
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137
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138 self.labels['boss_lives'].set_text('%d' % boss.remaining_lives)
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139 self.labels['boss_lives'].changed = True
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140
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141 timeout = min((boss.timeout - boss.frame) // 60, 99)
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142 timeout_label = self.labels['timeout']
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143 if timeout >= 20:
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144 timeout_label.set_color('blue')
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145 elif timeout >= 10:
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146 timeout_label.set_color('darkblue')
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147 else:
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148 if timeout >= 5:
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149 timeout_label.set_color('purple')
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150 else:
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151 timeout_label.set_color('red')
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152 if (boss.timeout - boss.frame) % 60 == 0 and boss.timeout != 0:
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153 self.game.sfx_player.set_volume('timeout.wav', 1.)
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154 self.game.sfx_player.play('timeout.wav')
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155 timeout_label.set_text('%02d' % (timeout if timeout >= 0 else 0))
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156 timeout_label.changed = True