annotate pytouhou/game/laser.py @ 293:ab618c2bbce8

Implement laser collision.
author Thibaut Girka <thib@sitedethib.com>
date Mon, 20 Feb 2012 18:58:07 +0100
parents 18e4ed141dd8
children 94c636f8f863
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2012 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 math import cos, sin, pi
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16
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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
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20
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21 STARTING, STARTED, STOPPING = range(3)
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22
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23
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24 class LaserLaunchAnim(object):
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25 def __init__(self, laser, anm_wrapper, index):
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26 self._laser = laser
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27 self._sprite = Sprite()
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28 self._sprite.anm, self._sprite.texcoords = anm_wrapper.get_sprite(index)
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29 self._sprite.blendfunc = 1
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30 self._removed = False
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31 self.x, self.y = 0, 0
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32
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33
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34 def update(self):
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35 laser = self._laser
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36 length = min(laser.end_offset - laser.start_offset, laser.max_length)
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37 offset = laser.end_offset - length
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38 dx, dy = cos(laser.angle), sin(laser.angle)
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39
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40 self.x = laser.base_pos[0] + offset * dx
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41 self.y = laser.base_pos[1] + offset * dy
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42
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43 scale = laser.width / 10. - (offset - laser.start_offset)
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44 self._sprite.rescale = (scale, scale)
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45 self._sprite._changed = True
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46
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47 if laser._removed or scale <= 0.:
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48 self._removed = True
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49
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50
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51
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52 class Laser(object):
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53 def __init__(self, base_pos, laser_type, sprite_idx_offset,
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54 angle, speed, start_offset, end_offset, max_length, width,
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55 start_duration, duration, stop_duration,
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56 grazing_delay, grazing_extra_duration,
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57 game):
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58 self._game = game
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59 launch_anim = LaserLaunchAnim(self, laser_type.anm_wrapper,
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60 laser_type.launch_anim_offsets[sprite_idx_offset]
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61 + laser_type.launch_sprite_idx)
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62 self._game.effects.append(launch_anim)
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63 self._sprite = None
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64 self._anmrunner = None
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65 self._removed = False
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66 self._laser_type = laser_type
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67 self.state = STARTING
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68
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69 #TODO: hitbox
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70
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71 self.frame = 0
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72 self.start_duration = start_duration
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73 self.duration = duration
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74 self.stop_duration = stop_duration
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75 self.grazing_delay = grazing_delay
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76 self.grazing_extra_duration = grazing_extra_duration
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77
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78 self.sprite_idx_offset = sprite_idx_offset
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79 self.base_pos = base_pos
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80 self.x, self.y = 0, 0
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81 self.angle = angle
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82 self.speed = speed
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83 self.start_offset = start_offset
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84 self.end_offset = end_offset
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85 self.max_length = max_length
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86 self.width = width
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87
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88 self.set_anim()
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89
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90
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91 def set_anim(self, sprite_idx_offset=None):
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92 if sprite_idx_offset is not None:
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93 self.sprite_idx_offset = sprite_idx_offset
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94
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95 lt = self._laser_type
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96 self._sprite = Sprite()
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97 self._sprite.angle = self.angle
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98 self._anmrunner = ANMRunner(lt.anm_wrapper, lt.anim_index,
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99 self._sprite, self.sprite_idx_offset)
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100 self._anmrunner.run_frame()
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101
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102
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103 def _check_collision(self, point, border_size):
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104 x, y = point[0] - self.base_pos[0], point[1] - self.base_pos[1]
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105 dx, dy = cos(self.angle), sin(self.angle)
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106 dx2, dy2 = -dy, dx
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107
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108 length = min(self.end_offset - self.start_offset, self.max_length)
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109 offset = self.end_offset - length - border_size / 2.
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110 end_offset = self.end_offset + border_size / 2.
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111 half_width = self.width / 4. + border_size / 2.
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112
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113 c1 = dx * offset - dx2 * half_width, dy * offset - dy2 * half_width
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114 c2 = dx * offset + dx2 * half_width, dy * offset + dy2 * half_width
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115 c3 = dx * end_offset + dx2 * half_width, dy * end_offset + dy2 * half_width
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116 vx, vy = x - c2[0], y - c2[1]
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117 v1x, v1y = c1[0] - c2[0], c1[1] - c2[1]
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118 v2x, v2y = c3[0] - c2[0], c3[1] - c2[1]
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119
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120 return (0 <= vx * v1x + vy * v1y <= v1x * v1x + v1y * v1y
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121 and 0 <= vx * v2x + vy * v2y <= v2x * v2x + v2y * v2y)
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122
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123
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124 def check_collision(self, point):
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125 if self.state != STARTED:
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126 return False
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127
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128 return self._check_collision(point, 2.5)
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129
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130
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131 def check_grazing(self, point):
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132 #TODO: quadruple check!
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133 if self.state == STOPPING and self.frame >= self.grazing_extra_duration:
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134 return False
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135 if self.state == STARTING and self.frame <= self.grazing_delay:
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136 return False
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137 if self.frame % 12 != 0:
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138 return False
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139
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140 return self._check_collision(point, 96 + 2.5)
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141
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142
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143 def get_bullets_pos(self):
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144 #TODO: check
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145 length = min(self.end_offset - self.start_offset, self.max_length)
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146 offset = self.end_offset - length
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147 dx, dy = cos(self.angle), sin(self.angle)
278
615c0bb6064b Fix generation of bullets/items position from lasers.
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diff changeset
148 while self.start_offset <= offset < self.end_offset:
281
13dcde917083 Fix bullet spawning along lasers.
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149 yield (self.base_pos[0] + offset * dx, self.base_pos[1] + offset * dy)
274
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150 offset += 48.
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151
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152
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153 def cancel(self):
293
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154 self.grazing_extra_duration = 0
274
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155 if self.state != STOPPING:
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156 self.frame = 0
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157 self.state = STOPPING
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158
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159
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Thibaut Girka <thib@sitedethib.com>
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160 def update(self):
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161 if self._anmrunner is not None and not self._anmrunner.run_frame():
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162 self._anmrunner = None
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163
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164 self.end_offset += self.speed
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165
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166 length = min(self.end_offset - self.start_offset, self.max_length) # TODO
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167 if self.state == STARTING:
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168 if self.frame == self.start_duration:
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169 self.frame = 0
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170 self.state = STARTED
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171 else:
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172 width = self.width * float(self.frame) / self.start_duration #TODO
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173 if self.state == STARTED:
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174 width = self.width #TODO
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175 if self.frame == self.duration:
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176 self.frame = 0
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177 self.state = STOPPING
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178 if self.state == STOPPING:
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179 if self.frame == self.stop_duration:
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180 width = 0.
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181 self._removed = True
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182 else:
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183 width = self.width * (1. - float(self.frame) / self.stop_duration) #TODO
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184
279
3539520fff93 Fix sprite rotation/translation.
Thibaut Girka <thib@sitedethib.com>
parents: 278
diff changeset
185 offset = self.end_offset - length / 2.
3539520fff93 Fix sprite rotation/translation.
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parents: 278
diff changeset
186 self.x, self.y = self.base_pos[0] + offset * cos(self.angle), self.base_pos[1] + offset * sin(self.angle)
274
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187 self._sprite.width_override = width or 0.01 #TODO
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188 self._sprite.height_override = length or 0.01 #TODO
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189
f037bca24f2d Partially implement lasers.
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190 self._sprite.update_orientation(pi/2. - self.angle, True)
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191 self._sprite._changed = True #TODO
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192
f037bca24f2d Partially implement lasers.
Thibaut Girka <thib@sitedethib.com>
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193 self.frame += 1
f037bca24f2d Partially implement lasers.
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194