Mercurial > touhou
annotate pytouhou/game/enemy.py @ 165:c8c60291c56f
Implement item dropping by enemies.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 18 Oct 2011 07:35:02 -0700 |
parents | 4684d311a32d |
children | dcf32488a2c9 |
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.item import Item |
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21 from math import cos, sin, atan2, pi |
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22 |
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23 |
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24 class Enemy(object): |
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25 def __init__(self, pos, life, _type, bonus_dropped, anm_wrapper, game): |
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26 self._game = game |
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27 self._anm_wrapper = anm_wrapper |
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28 self._sprite = None |
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29 self._anmrunner = None |
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30 self._removed = False |
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31 self._type = _type |
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32 self._bonus_dropped = bonus_dropped |
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33 self._was_visible = False |
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34 |
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35 self.frame = 0 |
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36 |
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37 self.x, self.y = pos |
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38 self.life = life |
36 | 39 self.max_life = life |
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40 self.touchable = True |
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41 self.damageable = True |
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42 self.death_flags = 0 |
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43 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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44 self.bullet_attributes = None |
36 | 45 self.bullet_launch_offset = (0, 0) |
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46 self.death_callback = None |
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47 self.boss_callback = None |
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48 self.low_life_callback = None |
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49 self.low_life_trigger = None |
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50 self.timeout = None |
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51 self.timeout_callback = None |
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52 self.remaining_lives = -1 |
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53 |
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54 self.automatic_orientation = False |
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55 |
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56 self.bullet_launch_interval = 0 |
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57 self.bullet_launch_timer = 0 |
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58 self.delay_attack = False |
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59 |
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60 self.death_anim = None |
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61 self.movement_dependant_sprites = None |
22 | 62 self.direction = None |
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63 self.interpolator = None #TODO |
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64 self.speed_interpolator = None |
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65 self.angle = 0. |
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66 self.speed = 0. |
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67 self.rotation_speed = 0. |
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68 self.acceleration = 0. |
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69 |
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70 self.hitbox = (0, 0) |
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71 self.hitbox_half_size = (0, 0) |
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72 self.screen_box = None |
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73 |
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74 |
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75 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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76 bullets_per_shot, number_of_shots, speed, speed2, |
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77 launch_angle, angle, flags): |
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78 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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79 number_of_shots, speed, speed2, launch_angle, |
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80 angle, flags) |
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81 if not self.delay_attack: |
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82 self.fire() |
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83 |
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84 |
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85 def fire(self): |
123 | 86 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
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87 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes |
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88 |
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89 bullet_type = self._game.bullet_types[type_idx] |
123 | 90 |
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91 ox, oy = self.bullet_launch_offset |
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92 launch_pos = self.x + ox, self.y + oy |
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93 |
104
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94 if speed2 < 0.3: |
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95 speed2 = 0.3 |
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96 |
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97 self.bullet_launch_timer = 0 |
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98 |
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99 player = self.select_player() |
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100 |
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101 if type_ in (67, 69, 71): |
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102 launch_angle += self.get_player_angle(player, launch_pos) |
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103 if type_ in (69, 70, 71, 74): |
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104 angle = 2. * pi / bullets_per_shot |
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105 if type_ == 71: |
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106 launch_angle += pi / bullets_per_shot |
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107 if type_ != 75: |
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108 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
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109 |
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110 bullets = self._game.bullets |
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111 nb_bullets_max = self._game.nb_bullets_max |
106 | 112 |
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113 for shot_nb in range(number_of_shots): |
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114 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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115 bullet_angle = launch_angle |
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|
116 for bullet_nb in range(bullets_per_shot): |
143 | 117 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
118 break | |
119 | |
135
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120 if type_ == 75: # 102h.exe@0x4138cf |
151
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121 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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122 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
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123 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 124 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 125 bullet_angle, shot_speed, |
126 self.extended_bullet_attributes, | |
151
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127 flags, player, self._game)) |
83
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128 bullet_angle += angle |
48
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129 |
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130 |
79
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131 def select_player(self, players=None): |
151
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132 return (players or self._game.players)[0] #TODO |
50
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133 |
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134 |
132
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135 def get_player_angle(self, player=None, pos=None): |
79
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136 player = player or self.select_player() |
132
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137 x, y = pos or (self.x, self.y) |
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138 return atan2(player.y - y, player.x - x) |
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139 |
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140 |
49
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141 def set_anim(self, index): |
69
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142 self._sprite = Sprite() |
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143 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) |
105
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144 self._anmrunner.run_frame() |
23
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145 |
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146 |
156
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147 def collide(self): |
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148 #TODO: animation |
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149 #TODO: doesn’t always kill herself (a boss for example), search how |
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150 self._removed = True |
152
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151 |
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152 |
154
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153 def killed(self): |
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154 if self.touchable: |
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155 if 0 <= self._bonus_dropped < 256: |
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156 self._game.drop_bonus(self.x, self.y, 0) |
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157 elif -256 <= self._bonus_dropped < 0: |
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158 pass #TODO: should be random, search how it is done. |
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159 |
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160 #TODO: use self.death_flags |
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|
161 self._removed = True |
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162 |
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163 |
23
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164 def set_pos(self, x, y, z): |
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165 self.x, self.y = x, y |
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166 self.interpolator = Interpolator((x, y)) |
151
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167 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
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168 |
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169 |
62
1f591adcea04
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170 def move_to(self, duration, x, y, z, formula): |
57
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171 if not self.interpolator: |
151
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172 frame = self._game.frame |
62
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173 self.interpolator = Interpolator((self.x, self.y), formula) |
100
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174 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
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175 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
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176 |
75
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|
177 self.speed = 0. |
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178 self.angle = atan2(y - self.y, x - self.x) |
23
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179 |
75
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180 |
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181 def stop_in(self, duration, formula): |
57
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182 if not self.speed_interpolator: |
151
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changeset
|
183 frame = self._game.frame |
75
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184 self.speed_interpolator = Interpolator((self.speed,), formula) |
100
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|
185 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
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|
186 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
57
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187 |
75
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|
188 self.speed = 0. |
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189 |
57
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190 |
23
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191 def is_visible(self, screen_width, screen_height): |
73
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192 if self._sprite: |
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193 tx, ty, tw, th = self._sprite.texcoords |
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194 if self._sprite.corner_relative_placement: |
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Do not remove enemies as soon as they lose their animation (Daiyousei...)
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195 raise Exception #TODO |
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196 else: |
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197 tx, ty, tw, th = 0., 0., 0., 0. |
29
afa91be769ae
Don't lose time updating off-screen enemies' sprites
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diff
changeset
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198 |
123 | 199 x, y = self.x, self.y |
73
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200 max_x = tw / 2. |
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201 max_y = th / 2. |
29
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diff
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202 |
123 | 203 if (max_x < x - screen_width |
204 or max_x < -x | |
205 or max_y < y - screen_height | |
206 or max_y < -y): | |
23
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207 return False |
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208 return True |
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209 |
18
ca26a84916cb
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changeset
|
210 |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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diff
changeset
|
211 def update(self): |
21
bf225780973f
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diff
changeset
|
212 x, y = self.x, self.y |
57
694f25881d0f
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diff
changeset
|
213 if self.interpolator: |
151
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changeset
|
214 self.interpolator.update(self._game.frame) |
20
6ebf9539c077
Handle more enemies types and movements
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18
diff
changeset
|
215 x, y = self.interpolator.values |
21
bf225780973f
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diff
changeset
|
216 |
18
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changeset
|
217 self.speed += self.acceleration #TODO: units? Execution order? |
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218 self.angle += self.rotation_speed #TODO: units? Execution order? |
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219 |
57
694f25881d0f
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220 |
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diff
changeset
|
221 if self.speed_interpolator: |
151
5cf927cbd9c5
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changeset
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222 self.speed_interpolator.update(self._game.frame) |
57
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223 self.speed, = self.speed_interpolator.values |
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diff
changeset
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224 |
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diff
changeset
|
225 |
18
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changeset
|
226 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff
changeset
|
227 if self._type & 2: |
21
bf225780973f
Small refactoring, and Rumia \o/
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diff
changeset
|
228 x -= dx |
18
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changeset
|
229 else: |
21
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Small refactoring, and Rumia \o/
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diff
changeset
|
230 x += dx |
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changeset
|
231 y += dy |
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diff
changeset
|
232 |
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changeset
|
233 if self.movement_dependant_sprites: |
57
694f25881d0f
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changeset
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234 #TODO: is that really how it works? Almost. |
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diff
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235 # Sprite determination is done only once per changement, and is |
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236 # superseeded by ins_97. |
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237 end_left, end_right, left, right = self.movement_dependant_sprites |
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238 if x < self.x and self.direction != -1: |
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239 self.set_anim(left) |
22 | 240 self.direction = -1 |
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241 elif x > self.x and self.direction != +1: |
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242 self.set_anim(right) |
22 | 243 self.direction = +1 |
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244 elif x == self.x and self.direction is not None: |
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245 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 246 self.direction = None |
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247 |
50
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248 |
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249 if self.screen_box: |
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250 xmin, ymin, xmax, ymax = self.screen_box |
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251 x = max(xmin, min(x, xmax)) |
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252 y = max(ymin, min(y, ymax)) |
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253 |
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254 |
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255 self.x, self.y = x, y |
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256 |
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257 #TODO |
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258 if self._anmrunner and not self._anmrunner.run_frame(): |
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259 self._anmrunner = None |
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260 |
49
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261 if self._sprite: |
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262 if self._sprite._removed: |
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263 self._sprite = None |
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264 else: |
120
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Small refactoring and massive performance improvement
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265 self._sprite.update_orientation(self.angle, |
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266 self.automatic_orientation) |
36 | 267 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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268 |
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269 if self.bullet_launch_interval != 0: |
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270 self.bullet_launch_timer += 1 |
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271 if self.bullet_launch_timer == self.bullet_launch_interval: |
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272 self.fire() |
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273 |
154
364935f6e313
Implement enemy killing.
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274 if self.life <= 0: |
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275 self.killed() |
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276 |
18
ca26a84916cb
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277 self.frame += 1 |
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278 |