Mercurial > touhou
annotate pytouhou/game/enemymanager.py @ 75:b3bd421bb895
Handle a few more ECL instructions
author | Thibaut Girka <thib@sitedethib.com> |
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date | Tue, 30 Aug 2011 16:30:40 +0200 |
parents | e4af16a019d3 |
children | ffe2c2b9912c |
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 |
18
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16 from itertools import chain |
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17 from io import BytesIO |
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18 import os |
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19 from struct import unpack, pack |
20
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20 from pytouhou.utils.interpolator import Interpolator |
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21 from pytouhou.vm.eclrunner import ECLRunner |
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22 from pytouhou.vm.anmrunner import ANMRunner |
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23 from pytouhou.game.sprite import Sprite |
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24 from math import cos, sin, atan2 |
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25 |
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26 |
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27 class Enemy(object): |
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28 def __init__(self, pos, life, _type, anm_wrapper): |
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29 self._anm_wrapper = anm_wrapper |
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30 self._sprite = None |
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31 self._anmrunner = None |
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32 self._removed = False |
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33 self._type = _type |
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34 self._was_visible = False |
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35 |
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36 self.frame = 0 |
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37 |
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38 self.x, self.y = pos |
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39 self.life = life |
36 | 40 self.max_life = life |
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41 self.touchable = True |
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42 self.damageable = True |
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43 self.death_flags = 0 |
36 | 44 self.pending_bullets = [] |
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45 self.bullet_attributes = None |
36 | 46 self.bullet_launch_offset = (0, 0) |
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47 self.death_callback = None |
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48 self.low_life_callback = None |
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49 self.low_life_trigger = None |
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50 self.timeout = None |
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51 self.timeout_callback = None |
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52 self.remaining_lives = -1 |
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53 |
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54 self.automatic_orientation = False |
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55 |
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56 self.bullet_launch_interval = 0 |
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57 self.delay_attack = False |
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58 |
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59 self.death_anim = None |
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60 self.movement_dependant_sprites = None |
22 | 61 self.direction = None |
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62 self.interpolator = None #TODO |
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63 self.speed_interpolator = None |
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64 self.angle = 0. |
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65 self.speed = 0. |
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66 self.rotation_speed = 0. |
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67 self.acceleration = 0. |
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68 |
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69 self.hitbox = (0, 0) |
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70 self.screen_box = None |
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71 |
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72 |
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73 def set_bullet_attributes(self, type_, bullet_anim, launch_anim, |
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74 bullets_per_shot, number_of_shots, speed, unknown, |
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75 launch_angle, angle, flags): |
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76 self.bullet_attributes = (type_, bullet_anim, launch_anim, bullets_per_shot, |
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77 number_of_shots, speed, unknown, launch_angle, |
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78 angle, flags) |
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79 if not self.delay_attack: |
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80 self.fire() |
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81 |
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82 |
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83 def fire(self): |
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84 #TODO |
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85 pass |
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86 |
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87 |
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88 def select_player(self, players): |
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89 return players[0] #TODO |
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90 |
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91 |
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92 def get_player_angle(self, player): |
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93 return atan2(player.y - self.y, player.x - self.x) |
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94 |
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95 |
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96 def set_anim(self, index): |
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97 self._sprite = Sprite() |
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98 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) |
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99 |
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100 |
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101 def set_pos(self, x, y, z): |
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102 self.x, self.y = x, y |
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103 self.interpolator = Interpolator((x, y)) |
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104 self.interpolator.set_interpolation_start(self.frame, (x, y)) |
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105 |
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106 |
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107 def move_to(self, duration, x, y, z, formula): |
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108 if not self.interpolator: |
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109 self.interpolator = Interpolator((self.x, self.y), formula) |
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110 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y)) |
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111 self.interpolator.set_interpolation_end(self.frame + duration - 1, (x, y)) |
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112 |
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113 self.speed = 0. |
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114 self.angle = atan2(y - self.y, x - self.x) |
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115 |
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116 |
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117 def stop_in(self, duration, formula): |
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118 if not self.speed_interpolator: |
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119 self.speed_interpolator = Interpolator((self.speed,), formula) |
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120 self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,)) |
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121 self.speed_interpolator.set_interpolation_end(self.frame + duration, (0.,)) |
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122 |
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123 self.speed = 0. |
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124 |
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125 |
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126 def is_visible(self, screen_width, screen_height): |
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127 if self._sprite: |
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128 tx, ty, tw, th = self._sprite.texcoords |
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129 if self._sprite.corner_relative_placement: |
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130 raise Exception #TODO |
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131 else: |
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132 tx, ty, tw, th = 0., 0., 0., 0. |
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133 |
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134 max_x = tw / 2. |
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135 max_y = th / 2. |
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136 min_x = -max_x |
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137 min_y = -max_y |
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138 |
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139 if any((min_x > screen_width - self.x, |
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140 max_x < -self.x, |
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141 min_y > screen_height - self.y, |
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142 max_y < -self.y)): |
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143 return False |
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144 return True |
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145 |
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146 |
36 | 147 def get_objects_by_texture(self): |
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148 if not self._sprite: |
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149 return {} |
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150 |
36 | 151 objects_by_texture = {} |
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152 key = self._sprite.anm.first_name, self._sprite.anm.secondary_name |
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153 key = (key, self._sprite.blendfunc) |
36 | 154 if not key in objects_by_texture: |
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155 objects_by_texture[key] = (0, [], [], []) |
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156 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices) |
36 | 157 objects_by_texture[key][1].extend(vertices) |
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158 objects_by_texture[key][2].extend(self._sprite._uvs) |
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159 objects_by_texture[key][3].extend(self._sprite._colors) |
36 | 160 #TODO: effects/bullet launch |
161 return objects_by_texture | |
162 | |
163 | |
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164 def update(self): |
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165 x, y = self.x, self.y |
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166 if self.interpolator: |
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167 self.interpolator.update(self.frame) |
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168 x, y = self.interpolator.values |
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169 |
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170 self.speed += self.acceleration #TODO: units? Execution order? |
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171 self.angle += self.rotation_speed #TODO: units? Execution order? |
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172 |
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173 |
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174 if self.speed_interpolator: |
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175 self.speed_interpolator.update(self.frame) |
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176 self.speed, = self.speed_interpolator.values |
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177 |
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178 |
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179 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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180 if self._type & 2: |
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181 x -= dx |
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182 else: |
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183 x += dx |
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184 y += dy |
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185 |
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186 if self.movement_dependant_sprites: |
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187 #TODO: is that really how it works? Almost. |
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188 # Sprite determination is done only once per changement, and is |
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189 # superseeded by ins_97. |
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190 end_left, end_right, left, right = self.movement_dependant_sprites |
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191 if x < self.x and self.direction != -1: |
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192 self.set_anim(left) |
22 | 193 self.direction = -1 |
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194 elif x > self.x and self.direction != +1: |
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195 self.set_anim(right) |
22 | 196 self.direction = +1 |
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197 elif x == self.x and self.direction is not None: |
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198 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 199 self.direction = None |
21
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200 |
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201 |
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202 if self.screen_box: |
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203 xmin, ymin, xmax, ymax = self.screen_box |
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204 x = max(xmin, min(x, xmax)) |
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205 y = max(ymin, min(y, ymax)) |
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206 |
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207 |
21
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208 self.x, self.y = x, y |
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209 |
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210 #TODO |
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211 if self._anmrunner and not self._anmrunner.run_frame(): |
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212 self._anmrunner = None |
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213 |
49
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214 if self._sprite: |
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215 if self._sprite._removed: |
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216 self._sprite = None |
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217 else: |
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218 self._sprite.update() |
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219 if self._sprite._changed or self.automatic_orientation: |
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220 angle_base = self.angle if self.automatic_orientation else 0. |
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221 self._sprite.update_vertices_uvs_colors(angle_base=angle_base) |
36 | 222 |
18
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223 self.frame += 1 |
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224 |
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225 |
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226 |
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227 class EnemyManager(object): |
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228 def __init__(self, stage, anm_wrapper, ecl, game_state): |
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229 self._game_state = game_state |
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230 self.stage = stage |
21
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231 self.anm_wrapper = anm_wrapper |
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232 self.main = [] |
23
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233 self.ecl = ecl |
18
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234 self.objects_by_texture = {} |
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235 self.enemies = [] |
49
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236 self.processes = [] |
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237 |
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238 # Populate main |
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239 for frame, sub, instr_type, args in ecl.main: |
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240 if not self.main or self.main[-1][0] < frame: |
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241 self.main.append((frame, [(sub, instr_type, args)])) |
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242 elif self.main[-1][0] == frame: |
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243 self.main[-1][1].append((sub, instr_type, args)) |
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244 |
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245 |
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246 def update(self, frame): |
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247 if self.main and self.main[0][0] == frame: |
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248 for sub, instr_type, args in self.main.pop(0)[1]: |
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249 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy |
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250 x, y, z, life, unknown1, unknown2, unknown3 = args |
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251 if instr_type & 4: |
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252 if x < -990: #102h.exe@0x411820 |
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253 x = self._game_state.prng.rand_double() * 368 |
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254 if y < -990: #102h.exe@0x41184b |
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255 y = self._game_state.prng.rand_double() * 416 |
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256 if z < -990: #102h.exe@0x411881 |
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257 y = self._game_state.prng.rand_double() * 800 |
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258 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper) |
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259 self.enemies.append(enemy) |
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260 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state)) |
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261 |
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262 |
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263 # Run processes |
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264 self.processes[:] = (process for process in self.processes if process.run_iteration()) |
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265 |
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266 # Filter of destroyed enemies |
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267 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed) |
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268 |
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269 # Update enemies |
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270 for enemy in self.enemies: |
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271 enemy.update() |
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272 |
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273 # Filter out non-visible enemies |
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274 visible_enemies = [enemy for enemy in self.enemies if enemy.is_visible(384, 448)] #TODO |
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275 for enemy in visible_enemies: |
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276 enemy._was_visible = True |
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277 |
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278 # Filter out-of-screen enemies |
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279 for enemy in tuple(self.enemies): |
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280 if enemy._was_visible and not enemy in visible_enemies: |
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281 enemy._removed = True |
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282 self.enemies.remove(enemy) |
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283 |
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284 #TODO: disable boss mode if it is dead/it has timeout |
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285 if self._game_state.boss and self._game_state.boss._removed: |
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286 self._game_state.boss = None |
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287 |
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288 # Add enemies to vertices/uvs |
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289 self.objects_by_texture = {} |
32 | 290 for enemy in visible_enemies: |
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291 if enemy.is_visible(384, 448): #TODO |
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292 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items(): |
36 | 293 if not key in self.objects_by_texture: |
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294 self.objects_by_texture[key] = (0, [], [], []) |
36 | 295 self.objects_by_texture[key][1].extend(vertices) |
296 self.objects_by_texture[key][2].extend(uvs) | |
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297 self.objects_by_texture[key][3].extend(colors) |
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298 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items(): |
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299 nb_vertices = len(vertices) |
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300 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) |
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301 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) |
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302 colors = pack('B' * (4 * nb_vertices), *chain(*colors)) |
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303 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors) |
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304 |