Mercurial > touhou
annotate pytouhou/game/player.py @ 215:ab6e6909ce04
Don’t scale texture instead of shifting it, fix ANM’s 28th opcode.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 07 Dec 2011 13:23:02 +0100 |
parents | a765ef90c2b0 |
children | 0595315d3880 |
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 |
130 | 16 from pytouhou.game.sprite import Sprite |
17 from pytouhou.vm.anmrunner import ANMRunner | |
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18 from pytouhou.game.bullettype import BulletType |
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19 |
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20 from math import pi |
130 | 21 |
22 | |
23 SQ2 = 2. ** 0.5 / 2. | |
24 | |
25 | |
26 class PlayerState(object): | |
27 def __init__(self, character=0, score=0, power=0, lives=0, bombs=0): | |
28 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... | |
29 | |
30 self.score = score | |
31 self.lives = lives | |
32 self.bombs = bombs | |
33 self.power = power | |
34 | |
35 self.graze = 0 | |
36 self.points = 0 | |
37 | |
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38 self.x = 192.0 |
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39 self.y = 384.0 |
130 | 40 |
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41 self.invulnerable_time = 240 |
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42 self.touchable = True |
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43 self.focused = False |
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44 |
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45 self.power_bonus = 0 # Never goes over 30. |
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46 |
130 | 47 |
48 class Player(object): | |
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49 def __init__(self, state, game, anm_wrapper, speed=4., hitbox_size=2.5, graze_hitbox_size=42.): |
130 | 50 self._sprite = None |
51 self._anmrunner = None | |
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52 self._game = game |
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53 self.anm_wrapper = anm_wrapper |
130 | 54 |
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55 self.speed = speed |
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56 self.focused_speed = speed/2. |
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57 |
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58 self.hitbox_size = hitbox_size |
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59 self.hitbox_half_size = self.hitbox_size / 2. |
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60 self.graze_hitbox_size = graze_hitbox_size |
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61 self.graze_hitbox_half_size = self.graze_hitbox_size / 2. |
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62 |
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63 self.bullet_type = BulletType(anm_wrapper, 64, 96, 0, 0, 0, hitbox_size=4, damage=48) |
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64 self.bullet_launch_interval = 5 |
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65 self.bullet_speed = 12. |
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66 self.bullet_launch_angle = -pi/2 |
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67 self.fire_time = 0 |
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68 |
130 | 69 self.state = state |
70 self.direction = None | |
71 | |
72 self.set_anim(0) | |
73 | |
172
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74 self.death_time = 0 |
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75 |
130 | 76 |
77 @property | |
78 def x(self): | |
79 return self.state.x | |
80 | |
81 | |
82 @property | |
83 def y(self): | |
84 return self.state.y | |
85 | |
86 | |
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87 def objects(self): |
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88 return [] |
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89 |
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90 |
130 | 91 def set_anim(self, index): |
92 self._sprite = Sprite() | |
93 self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite) | |
94 self._anmrunner.run_frame() | |
95 | |
96 | |
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97 def collide(self): |
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98 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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99 self.death_time = self._game.frame |
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100 self._game.new_death((self.state.x, self.state.y), 2) |
198
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101 self._game.modify_difficulty(-1600) |
190
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102 for i in range(16): |
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103 self._game.new_particle((self.state.x, self.state.y), 2, 4., 256) #TODO: find the real size and range. |
152
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104 |
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105 |
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106 def start_focusing(self): |
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107 self.state.focused = True |
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108 |
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109 |
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110 def stop_focusing(self): |
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111 self.state.focused = False |
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112 |
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113 |
130 | 114 def update(self, keystate): |
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115 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
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116 try: |
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117 dx, dy = {16: (0.0, -1.0), 32: (0.0, 1.0), 64: (-1.0, 0.0), 128: (1.0, 0.0), |
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118 16|64: (-SQ2, -SQ2), 16|128: (SQ2, -SQ2), |
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119 32|64: (-SQ2, SQ2), 32|128: (SQ2, SQ2)}[keystate & (16|32|64|128)] |
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120 except KeyError: |
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121 speed = 0.0 |
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122 dx, dy = 0.0, 0.0 |
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123 else: |
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124 speed = self.focused_speed if keystate & 4 else self.speed |
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125 dx, dy = dx * speed, dy * speed |
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126 |
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127 if dx < 0 and self.direction != -1: |
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128 self.set_anim(1) |
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129 self.direction = -1 |
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130 elif dx > 0 and self.direction != +1: |
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131 self.set_anim(3) |
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132 self.direction = +1 |
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133 elif dx == 0 and self.direction is not None: |
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134 self.set_anim({-1: 2, +1: 4}[self.direction]) |
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135 self.direction = None |
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136 |
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137 self.state.x += dx |
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138 self.state.y += dy |
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139 |
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140 if not self.state.focused and keystate & 4: |
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141 self.start_focusing() |
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142 elif self.state.focused and not keystate & 4: |
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143 self.stop_focusing() |
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144 |
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145 if self.state.invulnerable_time > 0: |
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146 self.state.invulnerable_time -= 1 |
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147 |
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148 m = self.state.invulnerable_time % 8 |
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149 if m == 0: |
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150 self._sprite.color = (255, 255, 255) |
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151 self._sprite._changed = True |
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152 elif m == 2: |
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153 self._sprite.color = (64, 64, 64) |
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154 self._sprite._changed = True |
130 | 155 |
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156 if keystate & 1 and self.fire_time == 0: |
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157 self.fire_time = 30 |
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158 if self.fire_time > 0: |
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159 self.fire() |
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160 self.fire_time -= 1 |
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161 |
172
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162 if self.death_time: |
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163 time = self._game.frame - self.death_time |
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164 if time == 6: # too late, you are dead :( |
175
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165 self.state.touchable = False |
184
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166 self.state.lives -= 1 |
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167 if self.state.power > 16: |
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168 self.state.power -= 16 |
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169 else: |
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170 self.state.power = 0 |
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171 |
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172 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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173 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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174 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
172
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175 for i in range(5): |
184
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176 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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177 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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178 self._game.prng.rand_double() * 192 - 64)) |
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179 |
172
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180 elif time == 7: |
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181 self._sprite.mirrored = False |
211
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182 self._sprite.blendfunc = 0 |
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183 self._sprite.rescale = 0.75, 1.5 |
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184 self._sprite.fade(26, 96, lambda x: x) |
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185 self._sprite.scale_in(26, 0.00, 2.5, lambda x: x) |
172
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186 |
211
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187 elif time == 32: |
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188 self.state.x = 192.0 |
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189 self.state.y = 384.0 |
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190 self.direction = None |
130 | 191 |
172
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192 self._sprite = Sprite() |
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193 self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite) |
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194 self._sprite.alpha = 128 |
211
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195 self._sprite.rescale = 0.0, 2.5 |
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196 self._sprite.fade(30, 255, lambda x: x) |
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197 self._sprite.blendfunc = 1 |
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198 self._sprite.scale_in(30, 1., 1., lambda x: x) |
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199 self._anmrunner.run_frame() |
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200 |
211
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201 elif time == 61: # respawned |
172
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202 self.state.touchable = True |
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203 self.state.invulnerable_time = 240 |
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204 self._sprite.blendfunc = 0 |
211
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205 self._sprite._changed = True |
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206 |
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207 if time > 30: |
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208 for bullet in self._game.bullets: |
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209 bullet.cancel() |
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210 |
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211 if time > 90: # start the bullet hell again |
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212 self.death_time = 0 |
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213 |
130 | 214 self._anmrunner.run_frame() |
215 |