Mercurial > touhou
annotate pytouhou/game/player.py @ 296:c074783d0847
Implement hardcoded function 8 for Remilia.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 02 Mar 2012 09:38:35 +0100 |
parents | 94c636f8f863 |
children | 647bde10353d |
rev | line source |
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52
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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 |
130 | 16 from pytouhou.game.sprite import Sprite |
17 from pytouhou.vm.anmrunner import ANMRunner | |
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18 from pytouhou.game.bullettype import BulletType |
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19 from pytouhou.game.bullet import Bullet |
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20 from pytouhou.game.lasertype import LaserType |
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21 from pytouhou.game.laser import PlayerLaser |
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22 |
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23 from math import pi |
130 | 24 |
25 | |
26 class PlayerState(object): | |
265
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27 def __init__(self, character=0, score=0, power=0, lives=2, bombs=3): |
130 | 28 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... |
29 | |
30 self.score = score | |
31 self.lives = lives | |
32 self.bombs = bombs | |
33 self.power = power | |
34 | |
35 self.graze = 0 | |
36 self.points = 0 | |
37 | |
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38 self.x = 192.0 |
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39 self.y = 384.0 |
130 | 40 |
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41 self.invulnerable_time = 240 |
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42 self.touchable = True |
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43 self.focused = False |
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44 |
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45 self.power_bonus = 0 # Never goes over 30. |
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46 |
130 | 47 |
48 class Player(object): | |
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49 def __init__(self, state, game, anm_wrapper): |
130 | 50 self._sprite = None |
51 self._anmrunner = None | |
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52 self._game = game |
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53 self.anm_wrapper = anm_wrapper |
130 | 54 |
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55 self.speeds = (self.sht.horizontal_vertical_speed, |
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56 self.sht.diagonal_speed, |
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57 self.sht.horizontal_vertical_focused_speed, |
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58 self.sht.diagonal_focused_speed) |
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59 |
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60 self.hitbox_half_size = self.sht.hitbox / 2. |
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61 self.graze_hitbox_half_size = self.sht.graze_hitbox / 2. |
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62 |
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63 self.fire_time = 0 |
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64 |
130 | 65 self.state = state |
66 self.direction = None | |
67 | |
68 self.set_anim(0) | |
69 | |
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70 self.death_time = 0 |
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71 |
130 | 72 |
73 @property | |
74 def x(self): | |
75 return self.state.x | |
76 | |
77 | |
78 @property | |
79 def y(self): | |
80 return self.state.y | |
81 | |
82 | |
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83 def objects(self): |
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84 return [] |
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85 |
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86 |
130 | 87 def set_anim(self, index): |
88 self._sprite = Sprite() | |
89 self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite) | |
90 self._anmrunner.run_frame() | |
91 | |
92 | |
156
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93 def collide(self): |
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94 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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95 self.death_time = self._game.frame |
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96 self._game.new_effect((self.state.x, self.state.y), 17) |
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97 self._game.modify_difficulty(-1600) |
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98 for i in range(16): |
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99 self._game.new_particle((self.state.x, self.state.y), 2, 4., 256) #TODO: find the real size and range. |
152
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100 |
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101 |
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102 def start_focusing(self): |
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103 self.state.focused = True |
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104 |
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105 |
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106 def stop_focusing(self): |
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107 self.state.focused = False |
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108 |
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109 |
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110 def fire(self): |
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111 sht = self.focused_sht if self.state.focused else self.sht |
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112 power = min(power for power in sht.shots if self.state.power < power) |
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113 |
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114 bullets = self._game.players_bullets |
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115 lasers = self._game.players_lasers |
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116 nb_bullets_max = self._game.nb_bullets_max |
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117 |
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118 for shot in sht.shots[power]: |
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119 origin = self.orbs[shot.orb - 1] if shot.orb else self.state |
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120 |
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121 if shot.type == 3: |
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122 if self.fire_time != 30: |
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123 continue |
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124 |
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125 number = shot.delay #TODO: number can do very surprising things, like removing any bullet creation from enemies with 3. For now, crash when not 0 or 1. |
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126 if lasers[number]: |
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127 continue |
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128 |
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129 laser_type = LaserType(self.anm_wrapper, shot.sprite % 256, 68) |
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130 lasers[number] = PlayerLaser(laser_type, 0, shot.hitbox, shot.damage, shot.angle, shot.speed, shot.interval, origin) |
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131 continue |
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132 |
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133 if (self.fire_time + shot.delay) % shot.interval != 0: |
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134 continue |
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135 |
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136 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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137 break |
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138 |
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139 x = origin.x + shot.pos[0] |
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140 y = origin.y + shot.pos[1] |
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141 |
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142 #TODO: find a better way to do that. |
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143 bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, |
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144 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
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145 0, 0, 0, 0.) |
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146 #TODO: Type 1 (homing bullets) |
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147 if shot.type == 2: |
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148 #TODO: triple-check acceleration! |
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149 bullets.append(Bullet((x, y), bullet_type, 0, |
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changeset
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150 shot.angle, shot.speed, |
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|
151 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), |
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152 16, self, self._game, player_bullet=True, |
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153 damage=shot.damage, hitbox=shot.hitbox)) |
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154 else: |
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|
155 bullets.append(Bullet((x, y), bullet_type, 0, |
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156 shot.angle, shot.speed, |
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157 (0, 0, 0, 0, 0., 0., 0., 0.), |
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158 0, self, self._game, player_bullet=True, |
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|
159 damage=shot.damage, hitbox=shot.hitbox)) |
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160 |
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161 |
130 | 162 def update(self, keystate): |
172
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163 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
220
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164 speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] |
172
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165 try: |
220
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166 dx, dy = {16: (0.0, -speed), 32: (0.0, speed), 64: (-speed, 0.0), 128: (speed, 0.0), |
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167 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), |
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168 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] |
172
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169 except KeyError: |
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170 dx, dy = 0.0, 0.0 |
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171 |
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172 if dx < 0 and self.direction != -1: |
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173 self.set_anim(1) |
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174 self.direction = -1 |
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175 elif dx > 0 and self.direction != +1: |
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176 self.set_anim(3) |
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177 self.direction = +1 |
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178 elif dx == 0 and self.direction is not None: |
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179 self.set_anim({-1: 2, +1: 4}[self.direction]) |
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180 self.direction = None |
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181 |
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182 self.state.x += dx |
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183 self.state.y += dy |
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184 |
199
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185 if not self.state.focused and keystate & 4: |
206
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199
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186 self.start_focusing() |
199
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187 elif self.state.focused and not keystate & 4: |
206
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199
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188 self.stop_focusing() |
199
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189 |
172
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190 if self.state.invulnerable_time > 0: |
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191 self.state.invulnerable_time -= 1 |
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192 |
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193 m = self.state.invulnerable_time % 8 |
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194 if m == 0: |
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195 self._sprite.color = (255, 255, 255) |
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196 self._sprite._changed = True |
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197 elif m == 2: |
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198 self._sprite.color = (64, 64, 64) |
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199 self._sprite._changed = True |
130 | 200 |
196
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193
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201 if keystate & 1 and self.fire_time == 0: |
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193
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202 self.fire_time = 30 |
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203 if self.fire_time > 0: |
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193
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204 self.fire() |
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193
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changeset
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205 self.fire_time -= 1 |
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|
206 |
172
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changeset
|
207 if self.death_time: |
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changeset
|
208 time = self._game.frame - self.death_time |
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changeset
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209 if time == 6: # too late, you are dead :( |
175
5dc243bcf312
Don’t collect the items you drop while dying…
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173
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210 self.state.touchable = False |
184
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changeset
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211 self.state.lives -= 1 |
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181
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changeset
|
212 if self.state.power > 16: |
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181
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changeset
|
213 self.state.power -= 16 |
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214 else: |
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181
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changeset
|
215 self.state.power = 0 |
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216 |
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181
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changeset
|
217 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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181
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changeset
|
218 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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181
diff
changeset
|
219 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
172
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158
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changeset
|
220 for i in range(5): |
184
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181
diff
changeset
|
221 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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181
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changeset
|
222 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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181
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changeset
|
223 self._game.prng.rand_double() * 192 - 64)) |
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|
224 |
172
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changeset
|
225 elif time == 7: |
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changeset
|
226 self._sprite.mirrored = False |
211
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206
diff
changeset
|
227 self._sprite.blendfunc = 0 |
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206
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changeset
|
228 self._sprite.rescale = 0.75, 1.5 |
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diff
changeset
|
229 self._sprite.fade(26, 96, lambda x: x) |
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diff
changeset
|
230 self._sprite.scale_in(26, 0.00, 2.5, lambda x: x) |
172
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|
231 |
211
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diff
changeset
|
232 elif time == 32: |
225
2d35565b5608
Move game size in the game's definition, and don't keep changing the window's size.
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220
diff
changeset
|
233 self.state.x = float(self._game.width) / 2. #TODO |
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220
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changeset
|
234 self.state.y = float(self._game.width) #TODO |
172
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changeset
|
235 self.direction = None |
130 | 236 |
172
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changeset
|
237 self._sprite = Sprite() |
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changeset
|
238 self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite) |
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changeset
|
239 self._sprite.alpha = 128 |
211
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206
diff
changeset
|
240 self._sprite.rescale = 0.0, 2.5 |
172
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changeset
|
241 self._sprite.fade(30, 255, lambda x: x) |
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changeset
|
242 self._sprite.blendfunc = 1 |
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changeset
|
243 self._sprite.scale_in(30, 1., 1., lambda x: x) |
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changeset
|
244 self._anmrunner.run_frame() |
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changeset
|
245 |
211
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diff
changeset
|
246 elif time == 61: # respawned |
172
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158
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changeset
|
247 self.state.touchable = True |
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changeset
|
248 self.state.invulnerable_time = 240 |
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158
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changeset
|
249 self._sprite.blendfunc = 0 |
211
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206
diff
changeset
|
250 self._sprite._changed = True |
172
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158
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changeset
|
251 |
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158
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changeset
|
252 if time > 30: |
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158
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changeset
|
253 for bullet in self._game.bullets: |
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158
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changeset
|
254 bullet.cancel() |
274
f037bca24f2d
Partially implement lasers.
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parents:
265
diff
changeset
|
255 for laser in self._game.lasers: |
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265
diff
changeset
|
256 laser.cancel() |
172
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changeset
|
257 |
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changeset
|
258 if time > 90: # start the bullet hell again |
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changeset
|
259 self.death_time = 0 |
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|
260 |
130 | 261 self._anmrunner.run_frame() |
262 |