annotate pytouhou/game/enemymanager.py @ 21:bf225780973f

Small refactoring, and Rumia \o/
author Thibaut Girka <thib@sitedethib.com>
date Thu, 11 Aug 2011 12:39:12 +0200
parents 6ebf9539c077
children fa87db09fc3a
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1 from itertools import chain
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2 from io import BytesIO
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3 import os
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4 from struct import unpack, pack
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5 from pytouhou.utils.interpolator import Interpolator
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6 from pytouhou.game.sprite import Sprite
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7 from math import cos, sin, atan2
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8
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9
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10 class Enemy(object):
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11 def __init__(self, pos, life, _type, script, anm_wrapper):
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12 self.anm_wrapper = anm_wrapper
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13 self.anm = None
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14 self.script = list(script)
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15 self.x, self.y = pos
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16 self.life = life
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17 self.type = _type
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18 self.frame = 0
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19 self.sprite = None
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20
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21 self.movement_dependant_sprites = None
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22 self.interpolator = None #TODO
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23 self.angle = 0.
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24 self.speed = 0.
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25 self.rotation_speed = 0.
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26 self.acceleration = 0.
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29 def update(self, frame):
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30 if not self.script:
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31 return True
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32 if self.script[0][0] == self.frame:
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33 for instr_type, rank_mask, param_mask, args in self.script.pop(0)[1]:
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34 if instr_type == 1: # delete
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35 return False
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36 elif instr_type == 97: # set_enemy_sprite
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37 script_index, = unpack('<I', args)
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38 self.anm, self.sprite = self.anm_wrapper.get_sprite(script_index)
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39 elif instr_type == 98: #TODO
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40 self.movement_dependant_sprites = unpack('<HHHHI', args)
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41 elif instr_type == 43: # set_pos
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42 self.x, self.y, z = unpack('<fff', args)
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43 self.interpolator = Interpolator((self.x, self.y)) #TODO: better interpolation
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44 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y))
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45 elif instr_type == 45: # set_angle_speed
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46 self.angle, self.speed = unpack('<ff', args)
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47 elif instr_type == 46: # set_angle
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48 self.rotation_speed, = unpack('<f', args)
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49 elif instr_type == 47: # set_speed
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50 self.speed, = unpack('<f', args)
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51 elif instr_type == 48: # set_acceleration
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52 self.acceleration, = unpack('<f', args)
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53 elif instr_type == 51: # move_towards_player #TODO: main
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54 unknown, self.speed = unpack('<If', args) #TODO: unknown
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55 player_x, player_y = 192., 400.#TODO
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56 self.angle = atan2(player_y - self.y, player_x - self.x)
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57 elif instr_type == 57:
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58 duration, x, y, z = unpack('<Ifff', args)
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59 self.interpolator.set_interpolation_end(self.frame + duration, (x, y))
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60
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61 x, y = self.x, self.y
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62 if self.interpolator:
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63 self.interpolator.update(self.frame)
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64 x, y = self.interpolator.values
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65
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66 self.speed += self.acceleration #TODO: units? Execution order?
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67 self.angle += self.rotation_speed #TODO: units? Execution order?
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68
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69 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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70 if self.type & 2:
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71 x -= dx
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72 else:
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73 x += dx
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74 y += dy
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75
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76 if self.movement_dependant_sprites:
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77 #TODO: is that really how it works?
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78 dx, dy = self.x - x, self.y - y
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79 if (dx, dy) == (0, 0):
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80 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[0])
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81 elif abs(dx) > abs(dy):
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82 if dx < 0:
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83 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[2])
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84 else:
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85 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[3])
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86 else:
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87 if dy < 0:
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88 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[1])
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89 else:
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90 self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[2])
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91
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92 self.x, self.y = x, y
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93 if self.sprite:
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94 self.sprite.update()
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95
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96 self.frame += 1
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97 return True
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98
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99
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100
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101 class EnemyManager(object):
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102 def __init__(self, stage, anm_wrapper, ecl):
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103 self.stage = stage
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104 self.anm_wrapper = anm_wrapper
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105 self.main = []
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106 self.subs = {}
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107 self.objects_by_texture = {}
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108 self.enemies = []
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109
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110 # Populate main
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111 for frame, sub, instr_type, args in ecl.main:
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112 if not self.main or self.main[-1][0] < frame:
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113 self.main.append((frame, [(sub, instr_type, args)]))
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114 elif self.main[-1][0] == frame:
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115 self.main[-1][1].append((sub, instr_type, args))
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116
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117
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118 # Populate subs
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119 for i, sub in enumerate(ecl.subs):
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120 for frame, instr_type, rank_mask, param_mask, args in sub:
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121 if i not in self.subs:
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122 self.subs[i] = []
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123 if not self.subs[i] or self.subs[i][-1][0] < frame:
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124 self.subs[i].append((frame, [(instr_type, rank_mask, param_mask, args)]))
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125 elif self.subs[i][-1][0] == frame:
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126 self.subs[i][-1][1].append((instr_type, rank_mask, param_mask, args))
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127
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128
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129 def update(self, frame):
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130 if self.main and self.main[0][0] == frame:
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131 for sub, instr_type, args in self.main.pop(0)[1]:
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132 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy
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133 x, y, z, life, unknown1, unknown2, unknown3 = args
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134 self.enemies.append(Enemy((x, y), life, instr_type, self.subs[sub], self.anm_wrapper))
18
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135
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136 # Update enemies
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137 for enemy in tuple(self.enemies):
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138 if not enemy.update(frame):
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139 self.enemies.remove(enemy)
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140 continue
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141
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142 # Add enemies to vertices/uvs
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143 self.objects_by_texture = {}
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144 for enemy in self.enemies:
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145 ox, oy = enemy.x, enemy.y
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146 if enemy.sprite:
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147 key = enemy.anm.first_name, enemy.anm.secondary_name
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148 if not key in self.objects_by_texture:
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149 self.objects_by_texture[key] = (0, [], [])
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150 vertices = tuple((x + ox, y + oy, z) for x, y, z in enemy.sprite._vertices)
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151 self.objects_by_texture[key][2].extend(enemy.sprite._uvs)
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152 self.objects_by_texture[key][1].extend(vertices)
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153 for key, (nb_vertices, vertices, uvs) in self.objects_by_texture.items():
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154 nb_vertices = len(vertices)
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155 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
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156 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs))
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157 self.objects_by_texture[key] = (nb_vertices, vertices, uvs)
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158