Mercurial > touhou
annotate pytouhou/game/enemy.py @ 157:ca6f8b3f739d
Remove half of the new_enemy/pop_enemy mess.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 10 Oct 2011 18:42:02 +0200 |
parents | ebfd328e700c |
children | 7769ce7be03c |
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 |
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16 from pytouhou.utils.interpolator import Interpolator |
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17 from pytouhou.vm.eclrunner import ECLRunner |
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18 from pytouhou.vm.anmrunner import ANMRunner |
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19 from pytouhou.game.sprite import Sprite |
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20 from pytouhou.game.bullet import Bullet |
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21 from pytouhou.game.item import Item |
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22 from math import cos, sin, atan2, pi |
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23 |
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24 |
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25 class Enemy(object): |
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26 def __init__(self, pos, life, _type, bonus_dropped, anm_wrapper, game, pop_enemy): |
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27 self._game = game |
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28 self._anm_wrapper = anm_wrapper |
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29 self._sprite = None |
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30 self._anmrunner = None |
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31 self._removed = False |
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32 self._type = _type |
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33 self._bonus_dropped = bonus_dropped |
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34 self._was_visible = False |
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35 |
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36 self.frame = 0 |
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37 |
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38 self.x, self.y = pos |
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39 self.life = life |
36 | 40 self.max_life = life |
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41 self.touchable = True |
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42 self.damageable = True |
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43 self.death_flags = 0 |
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44 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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45 self.bullet_attributes = None |
36 | 46 self.bullet_launch_offset = (0, 0) |
48
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47 self.death_callback = None |
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48 self.boss_callback = None |
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49 self.low_life_callback = None |
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50 self.low_life_trigger = None |
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51 self.timeout = None |
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52 self.timeout_callback = None |
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53 self.remaining_lives = -1 |
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54 |
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55 self.automatic_orientation = False |
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56 |
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57 self.bullet_launch_interval = 0 |
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58 self.bullet_launch_timer = 0 |
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59 self.delay_attack = False |
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60 |
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61 self.death_anim = None |
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62 self.movement_dependant_sprites = None |
22 | 63 self.direction = None |
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64 self.interpolator = None #TODO |
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65 self.speed_interpolator = None |
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66 self.angle = 0. |
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67 self.speed = 0. |
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68 self.rotation_speed = 0. |
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69 self.acceleration = 0. |
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70 |
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71 self.hitbox = (0, 0) |
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72 self.hitbox_half_size = (0, 0) |
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73 self.screen_box = None |
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74 |
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75 self.pop_enemy = pop_enemy |
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76 |
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77 |
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78 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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79 bullets_per_shot, number_of_shots, speed, speed2, |
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80 launch_angle, angle, flags): |
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81 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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82 number_of_shots, speed, speed2, launch_angle, |
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83 angle, flags) |
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84 if not self.delay_attack: |
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85 self.fire() |
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86 |
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87 |
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88 def fire(self): |
123 | 89 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
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90 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes |
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91 |
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92 bullet_type = self._game.bullet_types[type_idx] |
123 | 93 |
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94 ox, oy = self.bullet_launch_offset |
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95 launch_pos = self.x + ox, self.y + oy |
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96 |
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97 if speed2 < 0.3: |
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98 speed2 = 0.3 |
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99 |
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100 self.bullet_launch_timer = 0 |
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101 |
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102 player = self.select_player() |
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103 |
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104 if type_ in (67, 69, 71): |
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105 launch_angle += self.get_player_angle(player, launch_pos) |
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106 if type_ in (69, 70, 71, 74): |
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107 angle = 2. * pi / bullets_per_shot |
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108 if type_ == 71: |
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109 launch_angle += pi / bullets_per_shot |
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110 if type_ != 75: |
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111 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
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112 |
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113 bullets = self._game.bullets |
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114 nb_bullets_max = self._game.nb_bullets_max |
106 | 115 |
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116 for shot_nb in range(number_of_shots): |
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117 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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118 bullet_angle = launch_angle |
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119 for bullet_nb in range(bullets_per_shot): |
143 | 120 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
121 break | |
122 | |
135
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123 if type_ == 75: # 102h.exe@0x4138cf |
151
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124 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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125 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
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126 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 127 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 128 bullet_angle, shot_speed, |
129 self.extended_bullet_attributes, | |
151
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130 flags, player, self._game)) |
83
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131 bullet_angle += angle |
48
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132 |
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133 |
79
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134 def select_player(self, players=None): |
151
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135 return (players or self._game.players)[0] #TODO |
50
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136 |
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137 |
132
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138 def get_player_angle(self, player=None, pos=None): |
79
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139 player = player or self.select_player() |
132
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140 x, y = pos or (self.x, self.y) |
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141 return atan2(player.y - y, player.x - x) |
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142 |
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143 |
49
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144 def set_anim(self, index): |
69
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145 self._sprite = Sprite() |
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146 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) |
105
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147 self._anmrunner.run_frame() |
23
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148 |
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149 |
156
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150 def collide(self): |
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151 #TODO: animation |
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152 #TODO: doesn’t always kill herself (a boss for example), search how |
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153 self._removed = True |
152
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154 |
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155 |
154
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156 def killed(self): |
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157 if self.touchable: |
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158 if 0 <= self._bonus_dropped < 256: |
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159 self._game.drop_bonus(self.x, self.y, 0) |
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160 elif -256 <= self._bonus_dropped < 0: |
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161 pass #TODO: should be random, search how it is done. |
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162 |
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163 #TODO: use self.death_flags |
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|
164 self._removed = True |
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165 |
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166 |
23
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167 def set_pos(self, x, y, z): |
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168 self.x, self.y = x, y |
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169 self.interpolator = Interpolator((x, y)) |
151
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170 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
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171 |
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172 |
62
1f591adcea04
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173 def move_to(self, duration, x, y, z, formula): |
57
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174 if not self.interpolator: |
151
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175 frame = self._game.frame |
62
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176 self.interpolator = Interpolator((self.x, self.y), formula) |
100
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177 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
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178 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
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179 |
75
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180 self.speed = 0. |
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181 self.angle = atan2(y - self.y, x - self.x) |
23
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182 |
75
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183 |
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184 def stop_in(self, duration, formula): |
57
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185 if not self.speed_interpolator: |
151
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changeset
|
186 frame = self._game.frame |
75
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187 self.speed_interpolator = Interpolator((self.speed,), formula) |
100
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changeset
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188 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
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189 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
57
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190 |
75
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|
191 self.speed = 0. |
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192 |
57
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193 |
23
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194 def is_visible(self, screen_width, screen_height): |
73
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195 if self._sprite: |
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196 tx, ty, tw, th = self._sprite.texcoords |
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197 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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198 raise Exception #TODO |
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199 else: |
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200 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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201 |
123 | 202 x, y = self.x, self.y |
73
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203 max_x = tw / 2. |
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204 max_y = th / 2. |
29
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diff
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205 |
123 | 206 if (max_x < x - screen_width |
207 or max_x < -x | |
208 or max_y < y - screen_height | |
209 or max_y < -y): | |
23
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210 return False |
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211 return True |
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diff
changeset
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212 |
18
ca26a84916cb
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changeset
|
213 |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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diff
changeset
|
214 def update(self): |
21
bf225780973f
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changeset
|
215 x, y = self.x, self.y |
57
694f25881d0f
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diff
changeset
|
216 if self.interpolator: |
151
5cf927cbd9c5
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changeset
|
217 self.interpolator.update(self._game.frame) |
20
6ebf9539c077
Handle more enemies types and movements
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diff
changeset
|
218 x, y = self.interpolator.values |
21
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diff
changeset
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219 |
18
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changeset
|
220 self.speed += self.acceleration #TODO: units? Execution order? |
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221 self.angle += self.rotation_speed #TODO: units? Execution order? |
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changeset
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222 |
57
694f25881d0f
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223 |
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diff
changeset
|
224 if self.speed_interpolator: |
151
5cf927cbd9c5
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changeset
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225 self.speed_interpolator.update(self._game.frame) |
57
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226 self.speed, = self.speed_interpolator.values |
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227 |
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diff
changeset
|
228 |
18
ca26a84916cb
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changeset
|
229 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
|
230 if self._type & 2: |
21
bf225780973f
Small refactoring, and Rumia \o/
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diff
changeset
|
231 x -= dx |
18
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changeset
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232 else: |
21
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Small refactoring, and Rumia \o/
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changeset
|
233 x += dx |
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diff
changeset
|
234 y += dy |
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Small refactoring, and Rumia \o/
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diff
changeset
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235 |
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236 if self.movement_dependant_sprites: |
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237 #TODO: is that really how it works? Almost. |
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238 # Sprite determination is done only once per changement, and is |
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239 # superseeded by ins_97. |
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240 end_left, end_right, left, right = self.movement_dependant_sprites |
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241 if x < self.x and self.direction != -1: |
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242 self.set_anim(left) |
22 | 243 self.direction = -1 |
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244 elif x > self.x and self.direction != +1: |
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245 self.set_anim(right) |
22 | 246 self.direction = +1 |
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247 elif x == self.x and self.direction is not None: |
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248 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 249 self.direction = None |
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250 |
50
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251 |
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252 if self.screen_box: |
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253 xmin, ymin, xmax, ymax = self.screen_box |
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254 x = max(xmin, min(x, xmax)) |
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255 y = max(ymin, min(y, ymax)) |
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256 |
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257 |
21
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258 self.x, self.y = x, y |
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259 |
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260 #TODO |
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261 if self._anmrunner and not self._anmrunner.run_frame(): |
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262 self._anmrunner = None |
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263 |
49
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264 if self._sprite: |
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265 if self._sprite._removed: |
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266 self._sprite = None |
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267 else: |
120
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Small refactoring and massive performance improvement
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268 self._sprite.update_orientation(self.angle, |
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269 self.automatic_orientation) |
36 | 270 |
83
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Basic bullet handling! Clean up as soon as possible :p
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271 |
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272 if self.bullet_launch_interval != 0: |
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273 self.bullet_launch_timer += 1 |
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274 if self.bullet_launch_timer == self.bullet_launch_interval: |
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275 self.fire() |
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276 |
154
364935f6e313
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277 if self.life <= 0: |
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278 self.killed() |
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279 |
18
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280 self.frame += 1 |
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281 |