Mercurial > touhou
annotate pytouhou/game/game.py @ 189:ba3297ab3bde
Fix handling for replay files not beginning with stage 1
author | Thibaut Girka <thib@sitedethib.com> |
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date | Thu, 27 Oct 2011 21:53:26 +0200 |
parents | 008f90ebfdc0 |
children | dbe6b7b2d3fc |
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.random import Random |
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17 |
97 | 18 from pytouhou.vm.eclrunner import ECLMainRunner |
19 | |
130 | 20 from pytouhou.game.player import Player |
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21 from pytouhou.game.enemy import Enemy |
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22 from pytouhou.game.item import Item |
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23 from pytouhou.game.effect import Effect |
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24 from pytouhou.game.effect import Particle |
97 | 25 |
26 | |
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27 |
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28 class Game(object): |
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29 def __init__(self, resource_loader, player_states, stage, rank, difficulty, |
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30 bullet_types, item_types, characters, prng=None, nb_bullets_max=None): |
97 | 31 self.resource_loader = resource_loader |
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32 |
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33 self.nb_bullets_max = nb_bullets_max |
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34 self.bullet_types = bullet_types |
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35 self.item_types = item_types |
130 | 36 self.characters = characters |
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37 |
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38 self.players = [Player(player_state, characters[player_state.character], self) for player_state in player_states] |
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39 self.enemies = [] |
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40 self.effects = [] |
106 | 41 self.bullets = [] |
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42 self.cancelled_bullets = [] |
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43 self.players_bullets = [] |
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44 self.items = [] |
106 | 45 |
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46 self.stage = stage |
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47 self.rank = rank |
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48 self.difficulty = difficulty |
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49 self.boss = None |
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50 self.spellcard = None |
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51 self.prng = prng or Random() |
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52 self.frame = 0 |
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53 |
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54 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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55 'stg%denm2.anm' % stage)) |
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56 self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
151
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57 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
157
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58 self.ecl_runner = ECLMainRunner(ecl, self) |
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59 |
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60 #TODO: The game calls it two times. What for? |
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61 # See 102h.exe@0x413220 if you think you're brave enough. |
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62 self.prng.rand_uint16() |
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63 self.prng.rand_uint16() |
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64 |
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65 |
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66 def drop_bonus(self, x, y, _type, end_pos=None): |
153
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67 player = self.players[0] #TODO |
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68 if _type > 6: |
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69 return |
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70 item_type = self.item_types[_type] |
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71 item = Item((x, y), item_type, self, end_pos=end_pos) |
153
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72 self.items.append(item) |
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73 |
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74 |
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75 def change_bullets_into_star_items(self): |
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76 player = self.players[0] #TODO |
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77 item_type = self.item_types[6] |
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78 self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets) |
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79 self.bullets = [] |
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80 |
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81 |
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82 def new_death(self, pos, index): |
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83 anim = {0: 3, 1: 4, 2: 5}[index % 256] # The TB is wanted, if index isn’t in these values the original game crashs. |
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84 self.effects.append(Effect(pos, anim, self.etama4)) |
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85 |
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86 |
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87 def new_particle(self, pos, color, size, amp): |
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88 self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, |
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89 (pos[0] + amp * self.prng.rand_double() - amp/2, |
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90 pos[1] + amp * self.prng.rand_double() - amp/2))) |
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91 |
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92 |
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93 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score): |
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94 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self) |
97 | 95 self.enemies.append(enemy) |
96 return enemy | |
97 | |
98 | |
99 def run_iter(self, keystate): | |
100 # 1. VMs. | |
101 self.ecl_runner.run_iter() | |
102 | |
103 # 2. Filter out destroyed enemies | |
123 | 104 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
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105 self.effects = [enemy for enemy in self.effects if not enemy._removed] |
152
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106 self.bullets = [bullet for bullet in self.bullets if not bullet._removed] |
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107 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] |
152
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108 self.items = [item for item in self.items if not item._removed] |
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109 |
97 | 110 # 3. Let's play! |
142
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111 #TODO: check update orders |
130 | 112 for player in self.players: |
142
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113 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 114 if player.state.x < 8.: |
115 player.state.x = 8. | |
116 if player.state.x > 384.-8: #TODO | |
117 player.state.x = 384.-8 | |
118 if player.state.y < 16.: | |
119 player.state.y = 16. | |
120 if player.state.y > 448.-16: #TODO | |
121 player.state.y = 448.-16 | |
122 | |
97 | 123 for enemy in self.enemies: |
124 enemy.update() | |
106 | 125 |
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126 for enemy in self.effects: |
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127 enemy.update() |
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128 |
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129 for bullet in self.bullets: |
97 | 130 bullet.update() |
131 | |
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132 for bullet in self.cancelled_bullets: |
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133 bullet.update() |
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134 |
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135 for bullet in self.players_bullets: |
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136 bullet.update() |
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137 |
151
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138 for item in self.items: |
150
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139 item.update() |
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140 |
142
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141 # 4. Check for collisions! |
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142 #TODO |
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143 for player in self.players: |
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144 if not player.state.touchable: |
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145 continue |
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146 |
142
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147 px, py = player.x, player.y |
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148 phalf_size = player.hitbox_half_size |
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149 px1, px2 = px - phalf_size, px + phalf_size |
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150 py1, py2 = py - phalf_size, py + phalf_size |
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151 |
176
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152 ghalf_size = player.graze_hitbox_half_size |
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153 gx1, gx2 = px - ghalf_size, px + ghalf_size |
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154 gy1, gy2 = py - ghalf_size, py + ghalf_size |
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155 |
151
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156 for bullet in self.bullets: |
142
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157 half_size = bullet.hitbox_half_size |
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158 bx, by = bullet.x, bullet.y |
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159 bx1, bx2 = bx - half_size, bx + half_size |
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160 by1, by2 = by - half_size, by + half_size |
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161 |
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162 if not (bx2 < px1 or bx1 > px2 |
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163 or by2 < py1 or by1 > py2): |
156
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164 bullet.collide() |
172
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165 if player.state.invulnerable_time == 0: |
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166 player.collide() |
152
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167 |
181
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168 elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2 |
176
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169 or by2 < gy1 or by1 > gy2): |
181
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170 bullet.grazed = True |
184
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171 player.state.graze += 1 |
181
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172 player.state.score += 500 # found experimentally |
184
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173 self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range. |
181
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174 #TODO: display a static particle during one frame at |
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175 # 12 pixels of the player, in the axis of the “collision”. |
176
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176 |
152
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177 for enemy in self.enemies: |
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178 half_size_x, half_size_y = enemy.hitbox_half_size |
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179 bx, by = enemy.x, enemy.y |
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180 bx1, bx2 = bx - half_size_x, bx + half_size_x |
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181 by1, by2 = by - half_size_y, by + half_size_y |
142
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182 |
156
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183 if enemy.touchable and not (bx2 < px1 or bx1 > px2 |
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184 or by2 < py1 or by1 > py2): |
166
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185 enemy.on_collide() |
172
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186 if player.state.invulnerable_time == 0: |
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187 player.collide() |
152
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188 |
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189 for item in self.items: |
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190 half_size = item.hitbox_half_size |
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191 bx, by = item.x, item.y |
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192 bx1, bx2 = bx - half_size, bx + half_size |
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193 by1, by2 = by - half_size, by + half_size |
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194 |
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195 if not (bx2 < px1 or bx1 > px2 |
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196 or by2 < py1 or by1 > py2): |
156
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197 player.collect(item) |
150
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198 |
164
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199 for enemy in self.enemies: |
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200 ex, ey = enemy.x, enemy.y |
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201 ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size |
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202 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
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203 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
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204 |
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205 for bullet in self.players_bullets: |
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206 half_size = bullet.hitbox_half_size |
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207 bx, by = bullet.x, bullet.y |
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208 bx1, bx2 = bx - half_size, bx + half_size |
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209 by1, by2 = by - half_size, by + half_size |
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210 |
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211 if not (bx2 < ex1 or bx1 > ex2 |
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212 or by2 < ey1 or by1 > ey2): |
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213 bullet.collide() |
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214 enemy.on_attack(bullet) |
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215 player.state.score += 90 # found experimentally |
164
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216 |
142
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217 # 5. Cleaning |
97 | 218 self.cleanup() |
219 | |
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220 self.frame += 1 |
97 | 221 |
222 | |
223 def cleanup(self): | |
224 # Filter out non-visible enemies | |
225 for enemy in tuple(self.enemies): | |
226 if enemy.is_visible(384, 448): #TODO | |
227 enemy._was_visible = True | |
228 elif enemy._was_visible: | |
229 # Filter out-of-screen enemy | |
230 enemy._removed = True | |
231 self.enemies.remove(enemy) | |
232 | |
233 # Filter out-of-scren bullets | |
234 # TODO: was_visible thing | |
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235 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)] |
161
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236 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)] |
164
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237 self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)] |
97 | 238 |
165
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239 # Filter out-of-scren items |
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240 self.items = [item for item in self.items if item.y < 448] |
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241 |
97 | 242 # Disable boss mode if it is dead/it has timeout |
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243 if self.boss and self.boss._removed: |
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244 self.boss = None |
97 | 245 |