Mercurial > touhou
annotate pytouhou/game/enemy.py @ 355:b5ab2ad06de8
Fix bullet cancellation... again...
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 07 Jul 2012 23:16:03 +0200 |
parents | 89ee09453906 |
children | 26f78fc7acea |
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 |
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16 from pytouhou.utils.interpolator import Interpolator |
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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 from pytouhou.game.bullet import Bullet |
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20 from pytouhou.game.laser import Laser |
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21 from pytouhou.game.effect import Effect |
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22 from math import cos, sin, atan2, pi |
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23 from pytouhou.game.bullet import LAUNCHED |
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24 |
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25 |
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26 class Enemy(object): |
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27 def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game): |
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28 self._game = game |
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29 self._anm_wrapper = anm_wrapper |
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30 self._type = _type |
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31 |
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32 self.process = None |
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33 self.sprite = None |
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34 self.anmrunner = None |
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35 self.removed = False |
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36 self.visible = True |
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37 self.was_visible = False |
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38 self.bonus_dropped = bonus_dropped |
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39 self.die_score = die_score |
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40 |
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41 self.frame = 0 |
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42 |
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43 self.x, self.y, self.z = pos |
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44 self.life = 1 if life < 0 else life |
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45 self.touchable = True |
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46 self.collidable = True |
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47 self.damageable = True |
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48 self.death_flags = 0 |
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49 self.boss = False |
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50 self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) |
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51 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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52 self.current_laser_id = 0 |
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53 self.laser_by_id = {} |
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54 self.bullet_attributes = None |
36 | 55 self.bullet_launch_offset = (0, 0) |
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56 self.death_callback = -1 |
307 | 57 self.boss_callback = -1 |
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58 self.low_life_callback = -1 |
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59 self.low_life_trigger = None |
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60 self.timeout = -1 |
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61 self.timeout_callback = -1 |
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62 self.remaining_lives = 0 |
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63 |
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64 self.automatic_orientation = False |
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65 |
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66 self.bullet_launch_interval = 0 |
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67 self.bullet_launch_timer = 0 |
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68 self.delay_attack = False |
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69 |
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70 self.death_anim = 0 |
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71 self.movement_dependant_sprites = None |
22 | 72 self.direction = None |
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73 self.interpolator = None #TODO |
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74 self.speed_interpolator = None |
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75 self.update_mode = 0 |
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76 self.angle = 0. |
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77 self.speed = 0. |
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78 self.rotation_speed = 0. |
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79 self.acceleration = 0. |
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80 |
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81 self.hitbox = (0, 0) |
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82 self.hitbox_half_size = (0, 0) |
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83 self.screen_box = None |
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84 |
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85 self.aux_anm = 8 * [None] |
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86 |
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87 |
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88 def objects(self): |
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89 return [anm for anm in self.aux_anm if anm] |
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90 |
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91 |
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92 def play_sound(self, index): |
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93 name = { |
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94 5: 'power0', |
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95 6: 'power1', |
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96 7: 'tan00', |
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97 8: 'tan01', |
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98 9: 'tan02', |
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99 14: 'cat00', |
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100 16: 'lazer00', |
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101 17: 'lazer01', |
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102 18: 'enep01', |
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103 22: 'tan00', #XXX |
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104 24: 'tan02', #XXX |
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105 25: 'kira00', |
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106 26: 'kira01', |
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107 27: 'kira02' |
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108 }[index] |
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109 self._game.enemy_sfx.play('%s.wav' % name) |
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110 |
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111 |
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112 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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113 bullets_per_shot, number_of_shots, speed, speed2, |
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114 launch_angle, angle, flags): |
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115 |
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116 # Apply difficulty-specific modifiers |
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117 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs |
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118 diff_coeff = self._game.difficulty / 32. |
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119 |
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120 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff |
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121 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. |
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122 bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) |
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123 number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) |
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124 |
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125 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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126 number_of_shots, speed, speed2, launch_angle, |
48
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127 angle, flags) |
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128 if not self.delay_attack: |
57
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129 self.fire() |
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130 |
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131 |
329
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132 def set_bullet_launch_interval(self, value, start=0): |
182
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133 # Apply difficulty-specific modifiers: |
329
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134 #TODO: check every value possible! Look around 102h.exe@0x408720 |
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135 value -= value * (self._game.difficulty - 16) // 80 |
182
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136 |
329
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137 self.bullet_launch_interval = value |
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138 self.bullet_launch_timer = start % value if value else 0 |
182
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139 |
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140 |
207 | 141 def fire(self, offset=None, bullet_attributes=None, launch_pos=None): |
123 | 142 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
207 | 143 speed, speed2, launch_angle, angle, flags) = bullet_attributes or self.bullet_attributes |
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144 |
151
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145 bullet_type = self._game.bullet_types[type_idx] |
123 | 146 |
207 | 147 if not launch_pos: |
148 ox, oy = offset or self.bullet_launch_offset | |
149 launch_pos = self.x + ox, self.y + oy | |
109
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150 |
270
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151 if speed < 0.3 and speed != 0.0: |
253
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152 speed = 0.3 |
104
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153 if speed2 < 0.3: |
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154 speed2 = 0.3 |
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155 |
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156 self.bullet_launch_timer = 0 |
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157 |
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158 player = self.select_player() |
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159 |
79
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160 if type_ in (67, 69, 71): |
132
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161 launch_angle += self.get_player_angle(player, launch_pos) |
247
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162 if type_ == 71 and bullets_per_shot % 2 or type_ in (69, 70) and not bullets_per_shot % 2: |
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163 launch_angle += pi / bullets_per_shot |
104
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164 if type_ != 75: |
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165 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
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166 |
151
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167 bullets = self._game.bullets |
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168 nb_bullets_max = self._game.nb_bullets_max |
106 | 169 |
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170 for shot_nb in range(number_of_shots): |
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171 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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172 bullet_angle = launch_angle |
311
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173 if type_ in (69, 70, 71, 74): |
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174 launch_angle += angle |
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175 for bullet_nb in range(bullets_per_shot): |
143 | 176 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
177 break | |
178 | |
135
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179 if type_ == 75: # 102h.exe@0x4138cf |
151
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180 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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181 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
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182 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 183 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 184 bullet_angle, shot_speed, |
185 self.extended_bullet_attributes, | |
151
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186 flags, player, self._game)) |
311
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187 |
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188 if type_ in (69, 70, 71, 74): |
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189 bullet_angle += 2. * pi / bullets_per_shot |
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190 else: |
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191 bullet_angle += angle |
48
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192 |
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193 |
274
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194 def new_laser(self, variant, laser_type, sprite_idx_offset, angle, speed, |
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195 start_offset, end_offset, max_length, width, |
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196 start_duration, duration, end_duration, |
309
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Implement Remilia's laser webs.
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197 grazing_delay, grazing_extra_duration, unknown, |
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198 offset=None): |
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199 ox, oy = offset or self.bullet_launch_offset |
277
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200 launch_pos = self.x + ox, self.y + oy |
274
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201 if variant == 86: |
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202 angle += self.get_player_angle(self.select_player(), launch_pos) |
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203 laser = Laser(launch_pos, self._game.laser_types[laser_type], |
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204 sprite_idx_offset, angle, speed, |
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205 start_offset, end_offset, max_length, width, |
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206 start_duration, duration, end_duration, grazing_delay, |
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207 grazing_extra_duration, self._game) |
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208 self._game.lasers.append(laser) |
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209 self.laser_by_id[self.current_laser_id] = laser |
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210 |
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211 |
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212 def select_player(self, players=None): |
151
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213 return (players or self._game.players)[0] #TODO |
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214 |
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215 |
132
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216 def get_player_angle(self, player=None, pos=None): |
79
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217 player = player or self.select_player() |
132
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218 x, y = pos or (self.x, self.y) |
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219 return atan2(player.y - y, player.x - x) |
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220 |
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221 |
49
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222 def set_anim(self, index): |
304
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223 self.sprite = Sprite() |
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224 self.anmrunner = ANMRunner(self._anm_wrapper, index, self.sprite) |
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225 self.anmrunner.run_frame() |
23
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226 |
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227 |
166
dcf32488a2c9
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diff
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228 def die_anim(self): |
248
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diff
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229 anim = {0: 3, 1: 4, 2: 5}[self.death_anim % 256] # The TB is wanted, if index isn’t in these values the original game crashs. |
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230 self._game.new_effect((self.x, self.y), anim) |
190
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231 |
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232 |
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233 def drop_particles(self, number, color): |
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diff
changeset
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234 if color == 0: |
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diff
changeset
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235 if self._game.stage in [1, 2, 7]: |
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236 color = 3 |
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184
diff
changeset
|
237 for i in range(number): |
328
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
320
diff
changeset
|
238 self._game.new_particle((self.x, self.y), color, 3., 256) #TODO: find the real size. |
154
364935f6e313
Implement enemy killing.
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152
diff
changeset
|
239 |
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Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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152
diff
changeset
|
240 |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
|
241 def set_aux_anm(self, number, script): |
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234
diff
changeset
|
242 self.aux_anm[number] = Effect((self.x, self.y), script, self._anm_wrapper) |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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234
diff
changeset
|
243 |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
changeset
|
244 |
23
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
245 def set_pos(self, x, y, z): |
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diff
changeset
|
246 self.x, self.y = x, y |
251
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diff
changeset
|
247 self.update_mode = 1 |
23
444ac7bca7bc
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diff
changeset
|
248 self.interpolator = Interpolator((x, y)) |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
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143
diff
changeset
|
249 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
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diff
changeset
|
250 |
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diff
changeset
|
251 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
252 def move_to(self, duration, x, y, z, formula): |
251
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diff
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|
253 frame = self._game.frame |
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|
254 self.speed_interpolator = None |
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diff
changeset
|
255 self.update_mode = 1 |
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|
256 self.interpolator = Interpolator((self.x, self.y), formula) |
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|
257 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
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diff
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|
258 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
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259 |
251
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260 self.angle = atan2(y - self.y, x - self.x) |
23
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261 |
75
b3bd421bb895
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diff
changeset
|
262 |
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diff
changeset
|
263 def stop_in(self, duration, formula): |
251
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diff
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|
264 frame = self._game.frame |
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diff
changeset
|
265 self.interpolator = None |
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diff
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|
266 self.update_mode = 1 |
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changeset
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267 self.speed_interpolator = Interpolator((self.speed,), formula) |
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changeset
|
268 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
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diff
changeset
|
269 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
75
b3bd421bb895
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Thibaut Girka <thib@sitedethib.com>
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73
diff
changeset
|
270 |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
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56
diff
changeset
|
271 |
23
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22
diff
changeset
|
272 def is_visible(self, screen_width, screen_height): |
304
f3099ebf4f61
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Thibaut Girka <thib@sitedethib.com>
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300
diff
changeset
|
273 if self.sprite: |
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Thibaut Girka <thib@sitedethib.com>
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300
diff
changeset
|
274 tx, ty, tw, th = self.sprite.texcoords |
f3099ebf4f61
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300
diff
changeset
|
275 if self.sprite.corner_relative_placement: |
73
e4af16a019d3
Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
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72
diff
changeset
|
276 raise Exception #TODO |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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diff
changeset
|
277 else: |
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72
diff
changeset
|
278 tx, ty, tw, th = 0., 0., 0., 0. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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parents:
23
diff
changeset
|
279 |
123 | 280 x, y = self.x, self.y |
73
e4af16a019d3
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72
diff
changeset
|
281 max_x = tw / 2. |
e4af16a019d3
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diff
changeset
|
282 max_y = th / 2. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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23
diff
changeset
|
283 |
123 | 284 if (max_x < x - screen_width |
285 or max_x < -x | |
286 or max_y < y - screen_height | |
287 or max_y < -y): | |
23
444ac7bca7bc
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Thibaut Girka <thib@sitedethib.com>
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22
diff
changeset
|
288 return False |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
289 return True |
444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents:
22
diff
changeset
|
290 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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parents:
diff
changeset
|
291 |
202
d348892ef012
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diff
changeset
|
292 def check_collisions(self): |
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diff
changeset
|
293 # Check for collisions |
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diff
changeset
|
294 ex, ey = self.x, self.y |
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197
diff
changeset
|
295 ehalf_size_x, ehalf_size_y = self.hitbox_half_size |
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diff
changeset
|
296 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
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diff
changeset
|
297 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
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diff
changeset
|
298 |
d348892ef012
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diff
changeset
|
299 damages = 0 |
d348892ef012
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197
diff
changeset
|
300 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
301 # Check for enemy-bullet collisions |
d348892ef012
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parents:
197
diff
changeset
|
302 for bullet in self._game.players_bullets: |
335
2350147cf043
Fix bullet cancellation and removal
Thibaut Girka <thib@sitedethib.com>
parents:
329
diff
changeset
|
303 if bullet.state != LAUNCHED: |
2350147cf043
Fix bullet cancellation and removal
Thibaut Girka <thib@sitedethib.com>
parents:
329
diff
changeset
|
304 continue |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
305 half_size = bullet.hitbox_half_size |
d348892ef012
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Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
306 bx, by = bullet.x, bullet.y |
220
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
212
diff
changeset
|
307 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
212
diff
changeset
|
308 by1, by2 = by - half_size[1], by + half_size[1] |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
309 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
310 if not (bx2 < ex1 or bx1 > ex2 |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
311 or by2 < ey1 or by1 > ey2): |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
312 bullet.collide() |
268
dd621ad72beb
Fix callback handling and damage dealing.
Thibaut Girka <thib@sitedethib.com>
parents:
253
diff
changeset
|
313 if self.damageable: |
dd621ad72beb
Fix callback handling and damage dealing.
Thibaut Girka <thib@sitedethib.com>
parents:
253
diff
changeset
|
314 damages += bullet.damage |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
315 |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
316 # Check for enemy-laser collisions |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
317 for laser in self._game.players_lasers: |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
318 if not laser: |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
319 continue |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
320 |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
321 half_size = laser.hitbox_half_size |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
322 lx, ly = laser.x, laser.y * 2. |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
323 lx1, lx2 = lx - half_size[0], lx + half_size[0] |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
324 |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
325 if not (lx2 < ex1 or lx1 > ex2 |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
326 or ly < ey1): |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
327 if self.damageable: |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
328 damages += laser.damage |
328
56523a16db1d
Fix some replay synchronization issues and update the TODO.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
320
diff
changeset
|
329 self.drop_particles(1, 1) #TODO: don’t call each frame. |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
282
diff
changeset
|
330 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
331 # Check for enemy-player collisions |
212
78e9957ad344
Hopefully fix enemy-player collision
Thibaut Girka <thib@sitedethib.com>
parents:
210
diff
changeset
|
332 ex1, ex2 = ex - ehalf_size_x * 2. / 3., ex + ehalf_size_x * 2. / 3. |
78e9957ad344
Hopefully fix enemy-player collision
Thibaut Girka <thib@sitedethib.com>
parents:
210
diff
changeset
|
333 ey1, ey2 = ey - ehalf_size_y * 2. / 3., ey + ehalf_size_y * 2. / 3. |
210
f5be441d2c42
Implement collidable boolean of enemy.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
209
diff
changeset
|
334 if self.collidable: |
202
d348892ef012
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Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
335 for player in self._game.players: |
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parents:
197
diff
changeset
|
336 px, py = player.x, player.y |
d348892ef012
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parents:
197
diff
changeset
|
337 phalf_size = player.hitbox_half_size |
d348892ef012
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197
diff
changeset
|
338 px1, px2 = px - phalf_size, px + phalf_size |
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197
diff
changeset
|
339 py1, py2 = py - phalf_size, py + phalf_size |
d348892ef012
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parents:
197
diff
changeset
|
340 |
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197
diff
changeset
|
341 #TODO: box-box or point-in-box? |
d348892ef012
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parents:
197
diff
changeset
|
342 if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2): |
d348892ef012
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197
diff
changeset
|
343 if not self.boss: |
d348892ef012
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197
diff
changeset
|
344 damages += 10 |
212
78e9957ad344
Hopefully fix enemy-player collision
Thibaut Girka <thib@sitedethib.com>
parents:
210
diff
changeset
|
345 player.collide() |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
197
diff
changeset
|
346 |
d348892ef012
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197
diff
changeset
|
347 # Adjust damages |
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197
diff
changeset
|
348 damages = min(70, damages) |
300
da53bc29b94a
Add the game interface.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
294
diff
changeset
|
349 score = (damages // 5) * 10 |
da53bc29b94a
Add the game interface.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
294
diff
changeset
|
350 self._game.players[0].state.score += score #TODO: better distribution amongst the players. |
202
d348892ef012
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|
351 |
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352 if self._game.spellcard: |
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353 #TODO: there is a division by 3, somewhere... where is it? |
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354 if damages <= 7: |
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|
355 damages = 1 if damages else 0 |
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356 else: |
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|
357 damages //= 7 |
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358 |
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|
359 # Apply damages |
268
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|
360 self.life -= damages |
202
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361 |
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|
362 |
318
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|
363 def handle_callbacks(self): |
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|
364 #TODO: implement missing callbacks and clean up! |
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365 if self.life <= 0 and self.touchable: |
354 | 366 self.timeout = -1 #TODO: not really true, the timeout is frozen |
367 self.timeout_callback = -1 | |
318
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368 death_flags = self.death_flags & 7 |
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369 |
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|
370 self.die_anim() |
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|
371 |
319
9a4119e2cc74
Use Enemy.die_score.
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diff
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|
372 #TODO: verify if the score is added with all the different flags. |
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373 self._game.players[0].state.score += self.die_score #TODO: better distribution amongst the players. |
9a4119e2cc74
Use Enemy.die_score.
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|
374 |
320
1a4ffdda8735
Cancel the bullets when a boss is killed and transfer them to the score.
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319
diff
changeset
|
375 #TODO: verify if that should really be there. |
1a4ffdda8735
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diff
changeset
|
376 if self.boss: |
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|
377 self._game.change_bullets_into_bonus() |
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|
378 |
318
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|
379 if death_flags < 4: |
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|
380 if self.bonus_dropped > -1: |
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381 self.drop_particles(7, 0) |
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382 self._game.drop_bonus(self.x, self.y, self.bonus_dropped) |
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383 elif self.bonus_dropped == -1: |
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|
384 if self._game.deaths_count % 3 == 0: |
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changeset
|
385 self.drop_particles(10, 0) |
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|
386 self._game.drop_bonus(self.x, self.y, self._game.bonus_list[self._game.next_bonus]) |
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|
387 self._game.next_bonus = (self._game.next_bonus + 1) % 32 |
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|
388 else: |
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|
389 self.drop_particles(4, 0) |
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|
390 self._game.deaths_count += 1 |
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|
391 else: |
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|
392 self.drop_particles(4, 0) |
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diff
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|
393 |
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diff
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|
394 if death_flags == 0: |
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diff
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|
395 self.removed = True |
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diff
changeset
|
396 return |
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diff
changeset
|
397 |
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diff
changeset
|
398 if death_flags == 1: |
345
2c4589370cc6
Display a boss remaining lives and timeout.
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diff
changeset
|
399 self.boss = False #TODO: really? |
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Display a boss remaining lives and timeout.
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diff
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|
400 self._game.boss = None |
318
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diff
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|
401 self.touchable = False |
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diff
changeset
|
402 elif death_flags == 2: |
1366cefd0334
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diff
changeset
|
403 pass # Just that? |
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diff
changeset
|
404 elif death_flags == 3: |
345
2c4589370cc6
Display a boss remaining lives and timeout.
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343
diff
changeset
|
405 self.boss = False #TODO: really? |
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diff
changeset
|
406 self._game.boss = None |
318
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diff
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|
407 self.damageable = False |
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diff
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|
408 self.life = 1 |
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diff
changeset
|
409 self.death_flags = 0 |
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316
diff
changeset
|
410 |
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Move callbacks handling inside Enemy.
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diff
changeset
|
411 if death_flags != 0 and self.death_callback > -1: |
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diff
changeset
|
412 self.process.switch_to_sub(self.death_callback) |
1366cefd0334
Move callbacks handling inside Enemy.
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diff
changeset
|
413 self.death_callback = -1 |
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diff
changeset
|
414 elif self.life <= self.low_life_trigger and self.low_life_callback > -1: |
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diff
changeset
|
415 self.process.switch_to_sub(self.low_life_callback) |
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diff
changeset
|
416 self.low_life_callback = -1 |
354 | 417 self.low_life_trigger = -1 |
418 self.timeout_callback = -1 | |
318
1366cefd0334
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diff
changeset
|
419 elif self.timeout != -1 and self.frame == self.timeout: |
354 | 420 self.timeout = -1 |
421 | |
422 if self.low_life_trigger > 0: | |
423 self.life = self.low_life_trigger | |
424 self.low_life_trigger = -1 | |
425 | |
318
1366cefd0334
Move callbacks handling inside Enemy.
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316
diff
changeset
|
426 if self.timeout_callback > -1: |
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diff
changeset
|
427 self.process.switch_to_sub(self.timeout_callback) |
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diff
changeset
|
428 self.timeout_callback = -1 |
354 | 429 #TODO: this is only done under certain (unknown) conditions! |
430 # but it shouldn't hurt anyway, as the only option left is to crash! | |
318
1366cefd0334
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diff
changeset
|
431 elif self.death_callback > -1: |
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diff
changeset
|
432 self.process.switch_to_sub(self.death_callback) |
354 | 433 self.timeout_callback = -1 |
318
1366cefd0334
Move callbacks handling inside Enemy.
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diff
changeset
|
434 self.death_callback = -1 |
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diff
changeset
|
435 else: |
1366cefd0334
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diff
changeset
|
436 raise Exception('What the hell, man!') |
1366cefd0334
Move callbacks handling inside Enemy.
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316
diff
changeset
|
437 |
1366cefd0334
Move callbacks handling inside Enemy.
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316
diff
changeset
|
438 |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
changeset
|
439 def update(self): |
316
f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
Thibaut Girka <thib@sitedethib.com>
parents:
311
diff
changeset
|
440 if self.process: |
f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
Thibaut Girka <thib@sitedethib.com>
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311
diff
changeset
|
441 self.process.run_iteration() |
f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
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311
diff
changeset
|
442 |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
443 x, y = self.x, self.y |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
444 |
251
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
445 if self.update_mode == 1: |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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248
diff
changeset
|
446 speed = 0.0 |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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parents:
248
diff
changeset
|
447 if self.interpolator: |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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parents:
248
diff
changeset
|
448 self.interpolator.update(self._game.frame) |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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diff
changeset
|
449 x, y = self.interpolator.values |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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diff
changeset
|
450 if self.speed_interpolator: |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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diff
changeset
|
451 self.speed_interpolator.update(self._game.frame) |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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diff
changeset
|
452 speed, = self.speed_interpolator.values |
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diff
changeset
|
453 else: |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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248
diff
changeset
|
454 speed = self.speed |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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diff
changeset
|
455 self.speed += self.acceleration |
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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248
diff
changeset
|
456 self.angle += self.rotation_speed |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
457 |
251
4b549894ef6b
Change position/speed interpoletor handling to match the original game more closely.
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parents:
248
diff
changeset
|
458 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
Thibaut Girka <thib@sitedethib.com>
parents:
48
diff
changeset
|
459 if self._type & 2: |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
460 x -= dx |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
461 else: |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
462 x += dx |
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
463 y += dy |
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
464 |
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
changeset
|
465 if self.movement_dependant_sprites: |
57
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
466 #TODO: is that really how it works? Almost. |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
467 # Sprite determination is done only once per changement, and is |
694f25881d0f
Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents:
56
diff
changeset
|
468 # superseeded by ins_97. |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
469 end_left, end_right, left, right = self.movement_dependant_sprites |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
470 if x < self.x and self.direction != -1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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parents:
57
diff
changeset
|
471 self.set_anim(left) |
22 | 472 self.direction = -1 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
473 elif x > self.x and self.direction != +1: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
474 self.set_anim(right) |
22 | 475 self.direction = +1 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
476 elif x == self.x and self.direction is not None: |
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents:
57
diff
changeset
|
477 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 478 self.direction = None |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
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479 |
50
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
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diff
changeset
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480 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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parents:
49
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481 if self.screen_box: |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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parents:
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482 xmin, ymin, xmax, ymax = self.screen_box |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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parents:
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483 x = max(xmin, min(x, xmax)) |
811cefefb5c8
Fix a few bugs and add support for a few instructions
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484 y = max(ymin, min(y, ymax)) |
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
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diff
changeset
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485 |
811cefefb5c8
Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents:
49
diff
changeset
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486 |
21
bf225780973f
Small refactoring, and Rumia \o/
Thibaut Girka <thib@sitedethib.com>
parents:
20
diff
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487 self.x, self.y = x, y |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
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diff
changeset
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488 |
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents:
68
diff
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489 #TODO |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
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490 if self.anmrunner and not self.anmrunner.run_frame(): |
f3099ebf4f61
Update attribute names to reflect the actual interface.
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parents:
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diff
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491 self.anmrunner = None |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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parents:
68
diff
changeset
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492 |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
300
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493 if self.sprite and self.visible: |
f3099ebf4f61
Update attribute names to reflect the actual interface.
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parents:
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494 if self.sprite.removed: |
f3099ebf4f61
Update attribute names to reflect the actual interface.
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parents:
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diff
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495 self.sprite = None |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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parents:
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diff
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496 else: |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
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497 self.sprite.update_orientation(self.angle, |
f3099ebf4f61
Update attribute names to reflect the actual interface.
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498 self.automatic_orientation) |
36 | 499 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
79
diff
changeset
|
500 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents:
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diff
changeset
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501 if self.bullet_launch_interval != 0: |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
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diff
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502 self.bullet_launch_timer += 1 |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
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diff
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503 if self.bullet_launch_timer == self.bullet_launch_interval: |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
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504 self.fire() |
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
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diff
changeset
|
505 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents:
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diff
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506 # Check collisions |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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diff
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507 if self.touchable: |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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diff
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508 self.check_collisions() |
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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parents:
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diff
changeset
|
509 |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
234
diff
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510 for anm in self.aux_anm: |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
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511 if anm: |
282
dbb1a86c0235
Rename Animations to ANM0 and prepare AnmWrapper for dialogs and interface.
Thibaut Girka <thib@sitedethib.com>
parents:
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diff
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512 anm.x, anm.y = self.x, self.y |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
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513 anm.update() |
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
514 |
328
56523a16db1d
Fix some replay synchronization issues and update the TODO.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
320
diff
changeset
|
515 self.handle_callbacks() |
56523a16db1d
Fix some replay synchronization issues and update the TODO.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
320
diff
changeset
|
516 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
517 self.frame += 1 |
ca26a84916cb
Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
|
518 |