Mercurial > touhou
annotate pytouhou/games/eosd.py @ 208:d07506a2e16e
Implement autocollection of items.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 08 Nov 2011 22:10:44 -0800 |
parents | eca53abdfeab |
children | a842ddd471fd |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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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 from pytouhou.utils.interpolator import Interpolator |
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16 |
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17 from pytouhou.game.game import Game |
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18 from pytouhou.game.bullettype import BulletType |
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19 from pytouhou.game.itemtype import ItemType |
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20 from pytouhou.game.player import Player |
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21 from pytouhou.game.bullet import Bullet |
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22 from pytouhou.game.orb import Orb |
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23 |
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24 from math import pi |
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25 |
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26 |
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27 class EoSDGame(Game): |
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28 def __init__(self, resource_loader, player_states, stage, rank, difficulty, **kwargs): |
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29 etama3 = resource_loader.get_anm_wrapper(('etama3.anm',)) |
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30 etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
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31 bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4), |
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32 BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6), |
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33 BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4), |
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34 BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6), |
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35 BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5), |
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36 BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4), |
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37 BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16), |
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38 BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11), |
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39 BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9), |
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40 BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)] |
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41 #TODO: hitbox |
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42 item_types = [ItemType(etama3, 0, 7), #Power |
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43 ItemType(etama3, 1, 8), #Point |
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44 ItemType(etama3, 2, 9), #Big power |
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45 ItemType(etama3, 3, 10), #Bomb |
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46 ItemType(etama3, 4, 11), #Full power |
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47 ItemType(etama3, 5, 12), #1up |
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48 ItemType(etama3, 6, 13)] #Star |
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49 |
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50 eosd_characters = [ReimuA, ReimuB, MarisaA, MarisaB] |
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51 players = [] |
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52 for player in player_states: |
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53 players.append(eosd_characters[player.character](player, self, resource_loader)) |
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54 |
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55 Game.__init__(self, resource_loader, players, stage, rank, difficulty, |
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56 bullet_types, item_types, nb_bullets_max=640, **kwargs) |
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57 |
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58 |
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59 |
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60 class EoSDPlayer(Player): |
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61 def __init__(self, state, game, anm_wrapper, speed=4., hitbox_size=2.5, graze_hitbox_size=42.): |
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62 Player.__init__(self, state, game, anm_wrapper, speed=4.) |
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63 |
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64 self.orbs = [Orb(self.anm_wrapper, 128, self.state, self.orb_fire), |
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65 Orb(self.anm_wrapper, 129, self.state, self.orb_fire)] |
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66 |
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67 self.orbs[0].offset_x = -24 |
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68 self.orbs[1].offset_x = 24 |
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69 |
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70 self.orb_dx_interpolator = None |
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71 self.orb_dy_interpolator = None |
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72 |
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73 |
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74 def start_focusing(self): |
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75 self.orb_dx_interpolator = Interpolator((24,), self._game.frame, |
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76 (8,), self._game.frame + 8, |
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77 lambda x: x ** 2) |
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78 self.orb_dy_interpolator = Interpolator((0,), self._game.frame, |
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79 (-32,), self._game.frame + 8) |
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80 self.state.focused = True |
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81 |
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82 |
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83 def stop_focusing(self): |
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84 self.orb_dx_interpolator = Interpolator((8,), self._game.frame, |
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85 (24,), self._game.frame + 8, |
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86 lambda x: x ** 2) |
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87 self.orb_dy_interpolator = Interpolator((-32,), self._game.frame, |
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88 (0,), self._game.frame + 8) |
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89 self.state.focused = False |
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90 |
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91 |
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92 def objects(self): |
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93 return self.orbs if self.state.power >= 8 else [] |
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94 |
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95 |
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96 def update(self, keystate): |
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97 Player.update(self, keystate) |
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98 |
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99 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
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100 if self.orb_dx_interpolator: |
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101 self.orb_dx_interpolator.update(self._game.frame) |
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102 dx, = self.orb_dx_interpolator.values |
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103 self.orbs[0].offset_x = -dx |
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104 self.orbs[1].offset_x = dx |
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105 if self.orb_dy_interpolator: |
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106 self.orb_dy_interpolator.update(self._game.frame) |
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107 dy, = self.orb_dy_interpolator.values |
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108 self.orbs[0].offset_y = dy |
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109 self.orbs[1].offset_y = dy |
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110 |
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111 for orb in self.orbs: |
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112 orb.update() |
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113 |
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114 |
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115 def orb_fire(self, orb): |
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116 pass |
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117 |
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118 |
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119 |
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120 class Reimu(EoSDPlayer): |
196
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121 def __init__(self, state, game, resource_loader): |
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122 anm_wrapper = resource_loader.get_anm_wrapper(('player00.anm',)) |
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123 self.bullet_angle = pi/30 #TODO: check |
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124 |
206
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125 EoSDPlayer.__init__(self, state, game, anm_wrapper, speed=4.) |
196
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126 |
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127 |
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128 def fire(self): |
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129 if self.fire_time % self.bullet_launch_interval == 0: |
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130 if self.state.power < 16: |
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131 bullets_per_shot = 1 |
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132 elif self.state.power < 48: |
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133 bullets_per_shot = 2 |
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134 elif self.state.power < 96: |
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135 bullets_per_shot = 3 |
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136 elif self.state.power < 128: |
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137 bullets_per_shot = 4 |
199
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138 else: |
196
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139 bullets_per_shot = 5 |
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140 |
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141 bullets = self._game.players_bullets |
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142 nb_bullets_max = self._game.nb_bullets_max |
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143 |
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144 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. |
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145 for bullet_nb in range(bullets_per_shot): |
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146 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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147 break |
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148 |
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149 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, |
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150 bullet_angle, self.bullet_speed, |
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151 (0, 0, 0, 0, 0., 0., 0., 0.), |
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152 0, self, self._game, player_bullet=True)) |
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153 bullet_angle += self.bullet_angle |
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154 |
199
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|
155 for orb in self.orbs: |
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|
156 orb.fire(orb) |
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157 |
196
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158 |
206
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159 |
196
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160 class ReimuA(Reimu): |
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161 def __init__(self, state, game, resource_loader): |
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162 Reimu.__init__(self, state, game, resource_loader) |
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163 |
199
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164 self.bulletA_type = BulletType(self.anm_wrapper, 65, 97, 0, 0, 0, hitbox_size=4, damage=14) #TODO: verify the hitbox. |
196
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165 self.bulletA_speed = 12. |
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166 |
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167 |
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|
168 def fire(self): |
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169 Reimu.fire(self) |
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170 |
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171 if self.state.power < 8: |
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172 return |
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173 |
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174 else: |
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|
175 pass #TODO |
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176 |
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177 |
206
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178 |
196
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|
179 class ReimuB(Reimu): |
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180 def __init__(self, state, game, resource_loader): |
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181 Reimu.__init__(self, state, game, resource_loader) |
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182 |
199
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183 self.bulletB_type = BulletType(self.anm_wrapper, 66, 98, 0, 0, 0, hitbox_size=4, damage=12) #TODO: verify the hitbox. |
196
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184 self.bulletB_speed = 22. |
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185 |
199
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186 |
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|
187 def fire_spine(self, orb, offset_x): |
196
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188 bullets = self._game.players_bullets |
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189 nb_bullets_max = self._game.nb_bullets_max |
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190 |
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191 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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192 return |
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193 |
199
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194 bullets.append(Bullet((orb.x + offset_x, orb.y), self.bulletB_type, 0, |
196
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195 self.bullet_launch_angle, self.bulletB_speed, |
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196 (0, 0, 0, 0, 0., 0., 0., 0.), |
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197 0, self, self._game, player_bullet=True)) |
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198 |
199
8ec34c56fed0
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|
199 def orb_fire(self, orb): |
196
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200 if self.state.power < 8: |
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|
201 return |
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|
202 |
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|
203 elif self.state.power < 16: |
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204 if self.fire_time % 15 == 0: |
199
8ec34c56fed0
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|
205 self.fire_spine(orb, 0) |
196
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206 |
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207 elif self.state.power < 32: |
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208 if self.fire_time % 10 == 0: |
199
8ec34c56fed0
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diff
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|
209 self.fire_spine(orb, 0) |
196
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210 |
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|
211 elif self.state.power < 48: |
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212 if self.fire_time % 8 == 0: |
199
8ec34c56fed0
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|
213 self.fire_spine(orb, 0) |
196
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214 |
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|
215 elif self.state.power < 96: |
199
8ec34c56fed0
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197
diff
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|
216 if self.fire_time % 8 == 0: |
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197
diff
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217 self.fire_spine(orb, -8) |
196
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218 if self.fire_time % 5 == 0: |
199
8ec34c56fed0
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197
diff
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|
219 self.fire_spine(orb, 8) |
196
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220 |
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|
221 elif self.state.power < 128: |
199
8ec34c56fed0
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197
diff
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|
222 if self.fire_time % 5 == 0: |
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197
diff
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|
223 self.fire_spine(orb, -12) |
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197
diff
changeset
|
224 if self.fire_time % 10 == 0: |
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197
diff
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|
225 self.fire_spine(orb, 0) |
196
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|
226 if self.fire_time % 3 == 0: |
199
8ec34c56fed0
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197
diff
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|
227 self.fire_spine(orb, 12) |
196
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228 |
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229 else: |
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230 if self.fire_time % 3 == 0: |
199
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231 self.fire_spine(orb, -12) |
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232 self.fire_spine(orb, 12) |
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233 if self.fire_time % 5 == 0: |
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234 self.fire_spine(orb, 0) |
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235 |
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236 |
196
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237 |
206
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238 class Marisa(EoSDPlayer): |
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239 def __init__(self, state, game, resource_loader): |
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240 anm_wrapper = resource_loader.get_anm_wrapper(('player01.anm',)) |
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241 self.bullet_angle = pi/40 #TODO: check |
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242 |
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243 EoSDPlayer.__init__(self, state, game, anm_wrapper, speed=5.) |
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244 |
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245 |
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246 def fire(self): |
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247 if self.fire_time % self.bullet_launch_interval == 0: |
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248 if self.state.power < 32: |
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249 bullets_per_shot = 1 |
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250 elif self.state.power < 96: |
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251 bullets_per_shot = 2 |
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252 elif self.state.power < 128: |
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253 bullets_per_shot = 3 |
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254 else: |
196
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255 bullets_per_shot = 5 |
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256 |
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257 bullets = self._game.players_bullets |
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258 nb_bullets_max = self._game.nb_bullets_max |
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259 |
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260 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. |
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261 for bullet_nb in range(bullets_per_shot): |
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262 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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263 break |
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264 |
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265 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, |
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266 bullet_angle, self.bullet_speed, |
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267 (0, 0, 0, 0, 0., 0., 0., 0.), |
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268 0, self, self._game, player_bullet=True)) |
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269 bullet_angle += self.bullet_angle |
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270 |
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271 |
200
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272 |
196
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273 class MarisaA(Marisa): |
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274 def __init__(self, state, game, resource_loader): |
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275 Marisa.__init__(self, state, game, resource_loader) |
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276 |
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277 #TODO: verify the hitbox and damages. |
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278 self.bulletA_types = [BulletType(self.anm_wrapper, 65, 0, 0, 0, 0, hitbox_size=4, damage=40), |
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279 BulletType(self.anm_wrapper, 66, 0, 0, 0, 0, hitbox_size=4), |
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280 BulletType(self.anm_wrapper, 67, 0, 0, 0, 0, hitbox_size=4), |
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281 BulletType(self.anm_wrapper, 68, 0, 0, 0, 0, hitbox_size=4)] |
196
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282 self.bulletA_speed_interpolator = None |
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283 |
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284 |
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285 def fire(self): |
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286 Marisa.fire(self) |
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287 |
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288 if self.state.power < 8: |
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289 return |
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290 |
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291 else: |
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292 pass #TODO |
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293 |
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294 |
200
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295 |
196
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296 class MarisaB(Marisa): |
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297 def __init__(self, state, game, resource_loader): |
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298 Marisa.__init__(self, state, game, resource_loader) |
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299 |
199
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300 #TODO: power damages period |
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301 # 8 240 120 |
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302 # 16 390 170 |
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303 # 32 480 ??? |
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304 # 48 510 ??? |
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305 # 64 760 ??? |
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306 # 80 840 ??? |
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307 # 96 1150 270 |
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308 # 128 1740 330 |
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309 # The duration of the laser is period - 42. |
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310 # The damages are given for one laser shot on one enemy for its entire duration. |
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311 |
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312 |
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313 def fire(self): |
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314 Marisa.fire(self) |
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315 |
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316 if self.state.power < 8: |
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317 return |
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318 |
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319 else: |
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320 pass #TODO |
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321 |