Mercurial > touhou
annotate pytouhou/game/laser.pyx @ 579:b8df946d394d
Add grouping for OpenGL calls, making traces much more readable.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 17 Aug 2014 16:16:58 +0200 |
parents | e35bef07290d |
children | 3c2f96f1d715 |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2012 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 from libc.math cimport cos, sin, M_PI as pi |
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16 |
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17 from pytouhou.game.game cimport Game |
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18 from pytouhou.vm import ANMRunner |
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19 |
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20 |
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21 cdef class LaserLaunchAnim(Element): |
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22 def __init__(self, Laser laser, anm, unsigned long index): |
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23 Element.__init__(self, (0, 0)) |
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24 |
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25 self._laser = laser |
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26 self.sprite = Sprite() |
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27 self.sprite.anm = anm |
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28 self.sprite.texcoords = anm.sprites[index] |
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29 self.sprite.blendfunc = 1 |
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30 |
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31 |
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32 cpdef update(self): |
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33 laser = self._laser |
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34 length = <double>min(laser.end_offset - laser.start_offset, laser.max_length) |
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35 offset = laser.end_offset - length |
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36 dx, dy = cos(laser.angle), sin(laser.angle) |
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37 |
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38 self.x = laser.base_pos[0] + offset * dx |
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39 self.y = laser.base_pos[1] + offset * dy |
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40 |
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41 scale = laser.width / 10. - (offset - laser.start_offset) #TODO: check |
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42 self.sprite._rescale[:] = [scale, scale] |
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43 self.sprite.changed = True |
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44 |
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45 if laser.removed or scale <= 0.: |
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46 self.removed = True |
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47 |
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48 |
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49 |
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50 cdef class Laser(Element): |
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51 def __init__(self, tuple base_pos, LaserType laser_type, |
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52 unsigned long sprite_idx_offset, double angle, double speed, |
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53 double start_offset, double end_offset, double max_length, |
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54 double width, unsigned long start_duration, |
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55 unsigned long duration, unsigned long stop_duration, |
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56 unsigned long grazing_delay, |
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57 unsigned long grazing_extra_duration, Game game): |
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58 Element.__init__(self, (0, 0)) |
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59 |
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60 launch_anim = LaserLaunchAnim(self, laser_type.anm, |
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61 laser_type.launch_anim_offsets[sprite_idx_offset] |
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62 + laser_type.launch_sprite_idx) |
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63 game.effects.append(launch_anim) |
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64 self._laser_type = laser_type |
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65 self.state = STARTING |
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66 |
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67 #TODO: hitbox |
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68 |
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69 self.frame = 0 |
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70 self.start_duration = start_duration |
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71 self.duration = duration |
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72 self.stop_duration = stop_duration |
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73 self.grazing_delay = grazing_delay |
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74 self.grazing_extra_duration = grazing_extra_duration |
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75 |
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76 self.sprite_idx_offset = sprite_idx_offset |
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77 self.set_base_pos(base_pos[0], base_pos[1]) |
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78 self.angle = angle |
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79 self.speed = speed |
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80 self.start_offset = start_offset |
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81 self.end_offset = end_offset |
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82 self.max_length = max_length |
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83 self.width = width |
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84 |
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85 self.set_anim() |
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86 |
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87 |
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88 cdef void set_anim(self, long sprite_idx_offset=-1): |
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89 if sprite_idx_offset >= 0: |
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90 self.sprite_idx_offset = sprite_idx_offset |
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91 |
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92 lt = self._laser_type |
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93 self.sprite = Sprite() |
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94 self.sprite.angle = self.angle |
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95 self.anmrunner = ANMRunner(lt.anm, lt.anim_index, |
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96 self.sprite, self.sprite_idx_offset) |
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97 |
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98 |
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99 cpdef set_base_pos(self, double x, double y): |
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100 self.base_pos[:] = [x, y] |
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101 |
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102 |
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103 cdef bint _check_collision(self, double point[2], double border_size): |
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104 cdef double c1[2] |
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105 cdef double c2[2] |
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106 cdef double c3[2] |
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107 |
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108 x, y = point[0] - self.base_pos[0], point[1] - self.base_pos[1] |
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109 dx, dy = cos(self.angle), sin(self.angle) |
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110 dx2, dy2 = -dy, dx |
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111 |
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112 length = <double>min(self.end_offset - self.start_offset, self.max_length) |
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113 offset = self.end_offset - length - border_size / 2. |
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114 end_offset = self.end_offset + border_size / 2. |
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115 half_width = self.width / 4. + border_size / 2. |
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116 |
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117 c1[:] = [dx * offset - dx2 * half_width, dy * offset - dy2 * half_width] |
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118 c2[:] = [dx * offset + dx2 * half_width, dy * offset + dy2 * half_width] |
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119 c3[:] = [dx * end_offset + dx2 * half_width, dy * end_offset + dy2 * half_width] |
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120 vx, vy = x - c2[0], y - c2[1] |
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121 v1x, v1y = c1[0] - c2[0], c1[1] - c2[1] |
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122 v2x, v2y = c3[0] - c2[0], c3[1] - c2[1] |
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123 |
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124 return (0 <= vx * v1x + vy * v1y <= v1x * v1x + v1y * v1y |
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125 and 0 <= vx * v2x + vy * v2y <= v2x * v2x + v2y * v2y) |
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126 |
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127 |
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128 cdef bint check_collision(self, double point[2]): |
293
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129 if self.state != STARTED: |
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130 return False |
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131 |
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132 return self._check_collision(point, 2.5) |
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133 |
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134 |
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135 cdef bint check_grazing(self, double point[2]): |
293
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136 #TODO: quadruple check! |
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137 if self.state == STOPPING and self.frame >= self.grazing_extra_duration: |
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138 return False |
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139 if self.state == STARTING and self.frame <= self.grazing_delay: |
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140 return False |
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141 if self.frame % 12 != 0: |
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142 return False |
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143 |
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144 return self._check_collision(point, 96 + 2.5) |
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145 |
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146 |
274
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147 def get_bullets_pos(self): |
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148 #TODO: check |
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149 length = <double>min(self.end_offset - self.start_offset, self.max_length) |
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150 offset = self.end_offset - length |
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151 dx, dy = cos(self.angle), sin(self.angle) |
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152 while self.start_offset <= offset < self.end_offset: |
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153 yield (self.base_pos[0] + offset * dx, self.base_pos[1] + offset * dy) |
274
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154 offset += 48. |
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155 |
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156 |
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157 cpdef cancel(self): |
293
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158 self.grazing_extra_duration = 0 |
274
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159 if self.state != STOPPING: |
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160 self.frame = 0 |
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161 self.state = STOPPING |
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162 |
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163 |
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164 cpdef update(self): |
304
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165 if self.anmrunner is not None and not self.anmrunner.run_frame(): |
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166 self.anmrunner = None |
274
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167 |
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168 self.end_offset += self.speed |
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169 |
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170 length = <double>min(self.end_offset - self.start_offset, self.max_length) # TODO |
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171 width = 0. |
274
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172 if self.state == STARTING: |
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173 if self.frame == self.start_duration: |
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174 self.frame = 0 |
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175 self.state = STARTED |
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176 else: |
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177 width = self.width * float(self.frame) / self.start_duration #TODO |
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178 elif self.state == STARTED: |
274
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179 width = self.width #TODO |
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180 if self.frame == self.duration: |
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181 self.frame = 0 |
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182 self.state = STOPPING |
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183 elif self.state == STOPPING: |
274
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184 if self.frame == self.stop_duration: |
304
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185 self.removed = True |
274
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186 else: |
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187 width = self.width * (1. - float(self.frame) / self.stop_duration) #TODO |
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188 |
279
3539520fff93
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278
diff
changeset
|
189 offset = self.end_offset - length / 2. |
471
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190 self.x = self.base_pos[0] + offset * cos(self.angle) |
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diff
changeset
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191 self.y = self.base_pos[1] + offset * sin(self.angle) |
467
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diff
changeset
|
192 self.sprite.visible = (width > 0 and length > 0) |
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diff
changeset
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193 self.sprite.width_override = width |
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changeset
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194 self.sprite.height_override = length |
274
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195 |
304
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diff
changeset
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196 self.sprite.update_orientation(pi/2. - self.angle, True) |
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197 self.sprite.changed = True #TODO |
274
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198 |
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199 self.frame += 1 |
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200 |
294
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diff
changeset
|
201 |
471
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diff
changeset
|
202 cdef class PlayerLaser(Element): |
472
8038f1957b71
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471
diff
changeset
|
203 def __init__(self, LaserType laser_type, unsigned long sprite_idx_offset, |
471
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changeset
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204 tuple hitbox, unsigned long damage, double angle, |
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diff
changeset
|
205 double offset, unsigned long duration, Element origin): |
440
b9d2db93972f
Add a base Element class for every object in pytouhou.game.
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433
diff
changeset
|
206 Element.__init__(self) |
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433
diff
changeset
|
207 |
294
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diff
changeset
|
208 self._laser_type = laser_type |
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diff
changeset
|
209 self.origin = origin |
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diff
changeset
|
210 |
471
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diff
changeset
|
211 self.hitbox[:] = [hitbox[0], hitbox[1]] |
294
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diff
changeset
|
212 |
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diff
changeset
|
213 self.frame = 0 |
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diff
changeset
|
214 self.duration = duration |
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diff
changeset
|
215 |
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diff
changeset
|
216 self.sprite_idx_offset = sprite_idx_offset |
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diff
changeset
|
217 self.angle = angle |
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diff
changeset
|
218 self.offset = offset |
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diff
changeset
|
219 self.damage = damage |
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diff
changeset
|
220 |
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diff
changeset
|
221 self.set_anim() |
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diff
changeset
|
222 |
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diff
changeset
|
223 |
471
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diff
changeset
|
224 cdef void set_anim(self, long sprite_idx_offset=-1): |
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diff
changeset
|
225 if sprite_idx_offset >= 0: |
294
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diff
changeset
|
226 self.sprite_idx_offset = sprite_idx_offset |
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diff
changeset
|
227 |
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diff
changeset
|
228 lt = self._laser_type |
304
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diff
changeset
|
229 self.sprite = Sprite() |
430
c9433188ffdb
Remove AnmWrapper, since ANMs are lists of entries now.
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parents:
390
diff
changeset
|
230 self.anmrunner = ANMRunner(lt.anm, lt.anim_index, |
304
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diff
changeset
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231 self.sprite, self.sprite_idx_offset) |
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diff
changeset
|
232 #self.sprite.blendfunc = 1 #XXX |
294
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diff
changeset
|
233 |
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diff
changeset
|
234 |
471
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diff
changeset
|
235 cdef void cancel(self): |
304
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diff
changeset
|
236 self.anmrunner.interrupt(1) |
294
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diff
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237 |
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238 |
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239 cdef void update(self): |
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240 if self.anmrunner is not None and not self.anmrunner.run_frame(): |
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241 self.anmrunner = None |
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242 self.removed = True |
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243 |
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244 length = self.origin.y |
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245 if self.frame == self.duration: |
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246 self.cancel() |
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247 |
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248 self.sprite.visible = (length > 0) |
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249 self.sprite.height_override = length |
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250 self.sprite.changed = True #TODO |
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251 |
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252 self.x = self.origin.x + self.offset * cos(self.angle) |
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253 self.y = self.origin.y / 2. + self.offset * sin(self.angle) |
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254 |
294
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255 self.frame += 1 |