Mercurial > touhou
annotate pytouhou/game/enemymanager.py @ 49:cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 22 Aug 2011 19:23:00 +0200 |
parents | 8353c33d53d4 |
children | 811cefefb5c8 |
rev | line source |
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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.eclrunner import ECLRunner |
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7 from pytouhou.game.sprite import Sprite |
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8 from math import cos, sin, atan2 |
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9 |
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10 |
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11 from pytouhou.utils.random import Random |
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12 random = Random(0x39f4) |
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13 |
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14 |
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15 class Enemy(object): |
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16 def __init__(self, pos, life, _type, anm_wrapper): |
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17 self._anm_wrapper = anm_wrapper |
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18 self._anm = None |
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19 self._sprite = None |
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20 self._removed = False |
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21 self._type = _type |
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22 |
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23 self.frame = 0 |
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24 |
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25 self.x, self.y = pos |
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26 self.life = life |
36 | 27 self.max_life = life |
28 self.pending_bullets = [] | |
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29 self.bullet_attributes = None |
36 | 30 self.bullet_launch_offset = (0, 0) |
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31 self.vulnerable = True |
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32 self.death_callback = None |
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33 self.low_life_callback = None |
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34 self.low_life_trigger = None |
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35 self.timeout = None |
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36 self.remaining_lives = -1 |
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37 |
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38 self.bullet_launch_interval = 0 |
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39 self.delay_attack = False |
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40 |
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41 self.death_anim = None |
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42 self.movement_dependant_sprites = None |
22 | 43 self.direction = None |
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44 self.interpolator = None #TODO |
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45 self.angle = 0. |
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46 self.speed = 0. |
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47 self.rotation_speed = 0. |
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48 self.acceleration = 0. |
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49 |
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50 self.hitbox = (0, 0) |
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51 |
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52 |
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53 def set_bullet_attributes(self, bullet_anim, launch_anim, bullets_per_shot, |
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54 number_of_shots, speed, unknown, launch_angle, |
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55 angle, flags): |
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56 self.bullet_attributes = (1, bullet_anim, launch_anim, bullets_per_shot, |
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57 number_of_shots, speed, unknown, launch_angle, |
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58 angle, flags) |
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59 if not self.delay_attack: |
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60 pass |
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61 #TODO: actually fire |
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62 |
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63 |
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64 def set_anim(self, index): |
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65 self._anm, self._sprite = self._anm_wrapper.get_sprite(index) |
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66 |
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67 |
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68 def set_pos(self, x, y, z): |
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69 self.x, self.y = x, y |
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70 self.interpolator = Interpolator((x, y)) |
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71 self.interpolator.set_interpolation_start(self.frame, (x, y)) |
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72 |
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73 |
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74 def move_to(self, duration, x, y, z): |
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75 self.interpolator.set_interpolation_end(self.frame + duration, (x, y)) |
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76 |
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77 |
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78 def is_visible(self, screen_width, screen_height): |
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79 if not self._sprite: |
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80 return False |
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81 |
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82 tx, ty, tw, th = self._sprite.texcoords |
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83 if self._sprite.corner_relative_placement: |
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84 raise Exception #TODO |
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85 else: |
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86 max_x = tw / 2. |
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87 max_y = th / 2. |
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88 min_x = -max_x |
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89 min_y = -max_y |
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90 |
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91 if any((min_x >= screen_width - self.x, |
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92 max_x <= -self.x, |
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93 min_y >= screen_height - self.y, |
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94 max_y <= -self.y)): |
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95 return False |
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96 return True |
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97 |
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98 |
36 | 99 def get_objects_by_texture(self): |
100 objects_by_texture = {} | |
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101 key = self._anm.first_name, self._anm.secondary_name |
36 | 102 if not key in objects_by_texture: |
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103 objects_by_texture[key] = (0, [], [], []) |
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104 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices) |
36 | 105 objects_by_texture[key][1].extend(vertices) |
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106 objects_by_texture[key][2].extend(self._sprite._uvs) |
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107 objects_by_texture[key][3].extend(self._sprite._colors) |
36 | 108 #TODO: effects/bullet launch |
109 return objects_by_texture | |
110 | |
111 | |
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112 def update(self, frame): |
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113 x, y = self.x, self.y |
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114 if self.interpolator: |
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115 self.interpolator.update(self.frame) |
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116 x, y = self.interpolator.values |
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117 |
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118 self.speed += self.acceleration #TODO: units? Execution order? |
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119 self.angle += self.rotation_speed #TODO: units? Execution order? |
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120 |
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121 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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122 if self._type & 2: |
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123 x -= dx |
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124 else: |
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125 x += dx |
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126 y += dy |
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127 |
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128 if self.movement_dependant_sprites: |
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129 #TODO: is that really how it works? |
22 | 130 if x < self.x: |
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131 self.set_anim(self.movement_dependant_sprites[2]) |
22 | 132 self.direction = -1 |
133 elif x > self.x: | |
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134 self.set_anim(self.movement_dependant_sprites[3]) |
22 | 135 self.direction = +1 |
136 elif self.direction is not None: | |
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137 self.set_anim(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]]) |
22 | 138 self.direction = None |
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139 |
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140 self.x, self.y = x, y |
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141 if self._sprite: |
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142 changed = self._sprite.update() |
32 | 143 visible = self.is_visible(384, 448) |
144 if changed and visible: | |
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145 self._sprite.update_vertices_uvs_colors() |
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146 elif not self._sprite.playing: |
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147 visible = False |
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148 self._sprite = None |
32 | 149 else: |
150 visible = False | |
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151 |
36 | 152 |
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153 self.frame += 1 |
32 | 154 return visible |
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155 |
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156 |
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157 |
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158 class EnemyManager(object): |
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159 def __init__(self, stage, anm_wrapper, ecl, game_state): |
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160 self._game_state = game_state |
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161 self.stage = stage |
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162 self.anm_wrapper = anm_wrapper |
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163 self.main = [] |
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164 self.ecl = ecl |
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165 self.objects_by_texture = {} |
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166 self.enemies = [] |
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167 self.processes = [] |
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168 |
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169 # Populate main |
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170 for frame, sub, instr_type, args in ecl.main: |
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171 if not self.main or self.main[-1][0] < frame: |
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172 self.main.append((frame, [(sub, instr_type, args)])) |
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173 elif self.main[-1][0] == frame: |
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174 self.main[-1][1].append((sub, instr_type, args)) |
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175 |
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176 |
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177 def update(self, frame): |
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178 if self.main and self.main[0][0] == frame: |
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179 for sub, instr_type, args in self.main.pop(0)[1]: |
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180 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy |
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181 x, y, z, life, unknown1, unknown2, unknown3 = args |
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182 if instr_type & 4: |
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183 if x < -990: |
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184 x = random.rand_double() * 368 #102h.exe@0x411820 |
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185 if y < -990: |
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186 y = random.rand_double() * 416 #102h.exe@0x41184b |
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187 if z < -990: |
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188 y = random.rand_double() * 800 #102h.exe@0x411881 |
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189 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper) |
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190 self.enemies.append(enemy) |
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191 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state)) |
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192 |
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193 |
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194 # Run processes |
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195 self.processes[:] = (process for process in self.processes if process.run_iteration()) |
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196 |
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197 # Filter of destroyed enemies |
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198 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed) |
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199 |
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200 # Update enemies |
32 | 201 visible_enemies = [enemy for enemy in self.enemies if enemy.update(frame)] |
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202 |
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203 # Add enemies to vertices/uvs |
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204 self.objects_by_texture = {} |
32 | 205 for enemy in visible_enemies: |
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206 if enemy.is_visible(384, 448): #TODO |
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207 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items(): |
36 | 208 if not key in self.objects_by_texture: |
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209 self.objects_by_texture[key] = (0, [], [], []) |
36 | 210 self.objects_by_texture[key][1].extend(vertices) |
211 self.objects_by_texture[key][2].extend(uvs) | |
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212 self.objects_by_texture[key][3].extend(colors) |
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213 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items(): |
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214 nb_vertices = len(vertices) |
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215 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) |
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216 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) |
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217 colors = pack('B' * (4 * nb_vertices), *chain(*colors)) |
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218 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors) |
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219 |