Mercurial > touhou
annotate pytouhou/games/eosd.py @ 202:d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 31 Oct 2011 19:01:09 +0100 |
parents | 300661f2ae8a |
children | eca53abdfeab |
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 |
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16 from pytouhou.game.game import Game |
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17 from pytouhou.game.bullettype import BulletType |
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18 from pytouhou.game.itemtype import ItemType |
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19 from pytouhou.game.player import Player |
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20 from pytouhou.game.bullet import Bullet |
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21 from pytouhou.game.orb import Orb |
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22 |
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23 from math import pi |
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24 |
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25 |
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26 class EoSDGame(Game): |
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27 def __init__(self, resource_loader, player_states, stage, rank, difficulty, **kwargs): |
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28 etama3 = resource_loader.get_anm_wrapper(('etama3.anm',)) |
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29 etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
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30 bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4), |
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31 BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6), |
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32 BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4), |
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33 BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6), |
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34 BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5), |
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35 BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4), |
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36 BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16), |
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37 BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11), |
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38 BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9), |
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39 BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)] |
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40 #TODO: hitbox |
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41 item_types = [ItemType(etama3, 0, 7), #Power |
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42 ItemType(etama3, 1, 8), #Point |
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43 ItemType(etama3, 2, 9), #Big power |
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44 ItemType(etama3, 3, 10), #Bomb |
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45 ItemType(etama3, 4, 11), #Full power |
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46 ItemType(etama3, 5, 12), #1up |
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47 ItemType(etama3, 6, 13)] #Star |
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48 |
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49 eosd_characters = [ReimuA, ReimuB, MarisaA, MarisaB] |
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50 players = [] |
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51 for player in player_states: |
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52 players.append(eosd_characters[player.character](player, self, resource_loader)) |
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53 |
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54 Game.__init__(self, resource_loader, players, stage, rank, difficulty, |
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55 bullet_types, item_types, nb_bullets_max=640, **kwargs) |
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56 |
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57 |
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58 class Reimu(Player): |
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59 def __init__(self, state, game, resource_loader): |
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60 anm_wrapper = resource_loader.get_anm_wrapper(('player00.anm',)) |
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61 self.bullet_angle = pi/30 #TODO: check |
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62 |
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63 Player.__init__(self, state, game, anm_wrapper, speed=4.) |
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64 |
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65 |
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66 def fire(self): |
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67 if self.fire_time % self.bullet_launch_interval == 0: |
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68 if self.state.power < 16: |
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69 bullets_per_shot = 1 |
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70 elif self.state.power < 48: |
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71 bullets_per_shot = 2 |
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72 elif self.state.power < 96: |
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73 bullets_per_shot = 3 |
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74 elif self.state.power < 128: |
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75 bullets_per_shot = 4 |
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76 else: |
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77 bullets_per_shot = 5 |
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78 |
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79 bullets = self._game.players_bullets |
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80 nb_bullets_max = self._game.nb_bullets_max |
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81 |
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82 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. |
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83 for bullet_nb in range(bullets_per_shot): |
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84 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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85 break |
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86 |
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87 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, |
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88 bullet_angle, self.bullet_speed, |
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89 (0, 0, 0, 0, 0., 0., 0., 0.), |
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90 0, self, self._game, player_bullet=True)) |
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91 bullet_angle += self.bullet_angle |
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92 |
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93 for orb in self.orbs: |
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94 orb.fire(orb) |
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95 |
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96 |
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97 class ReimuA(Reimu): |
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98 def __init__(self, state, game, resource_loader): |
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99 Reimu.__init__(self, state, game, resource_loader) |
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100 |
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101 self.bulletA_type = BulletType(self.anm_wrapper, 65, 97, 0, 0, 0, hitbox_size=4, damage=14) #TODO: verify the hitbox. |
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102 self.bulletA_speed = 12. |
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103 |
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104 |
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105 def fire(self): |
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106 Reimu.fire(self) |
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107 |
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108 if self.state.power < 8: |
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109 return |
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110 |
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111 else: |
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112 pass #TODO |
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113 |
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114 |
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115 class ReimuB(Reimu): |
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116 def __init__(self, state, game, resource_loader): |
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117 Reimu.__init__(self, state, game, resource_loader) |
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118 |
199
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119 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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120 self.bulletB_speed = 22. |
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121 |
199
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122 self.orbs = [Orb(self.anm_wrapper, 128, self.state, self.orb_fire), |
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123 Orb(self.anm_wrapper, 129, self.state, self.orb_fire)] |
200
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124 self.orbs[0].offset_x = -24 |
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125 self.orbs[1].offset_x = 24 |
196
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126 |
199
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127 |
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128 def fire_spine(self, orb, offset_x): |
196
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129 bullets = self._game.players_bullets |
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130 nb_bullets_max = self._game.nb_bullets_max |
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131 |
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132 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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133 return |
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134 |
199
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135 bullets.append(Bullet((orb.x + offset_x, orb.y), self.bulletB_type, 0, |
196
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136 self.bullet_launch_angle, self.bulletB_speed, |
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137 (0, 0, 0, 0, 0., 0., 0., 0.), |
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138 0, self, self._game, player_bullet=True)) |
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139 |
199
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140 def orb_fire(self, orb): |
196
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141 if self.state.power < 8: |
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142 return |
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143 |
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144 elif self.state.power < 16: |
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145 if self.fire_time % 15 == 0: |
199
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146 self.fire_spine(orb, 0) |
196
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147 |
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148 elif self.state.power < 32: |
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149 if self.fire_time % 10 == 0: |
199
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150 self.fire_spine(orb, 0) |
196
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151 |
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152 elif self.state.power < 48: |
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153 if self.fire_time % 8 == 0: |
199
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154 self.fire_spine(orb, 0) |
196
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155 |
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156 elif self.state.power < 96: |
199
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157 if self.fire_time % 8 == 0: |
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158 self.fire_spine(orb, -8) |
196
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159 if self.fire_time % 5 == 0: |
199
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160 self.fire_spine(orb, 8) |
196
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161 |
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162 elif self.state.power < 128: |
199
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163 if self.fire_time % 5 == 0: |
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164 self.fire_spine(orb, -12) |
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165 if self.fire_time % 10 == 0: |
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166 self.fire_spine(orb, 0) |
196
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167 if self.fire_time % 3 == 0: |
199
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168 self.fire_spine(orb, 12) |
196
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169 |
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170 else: |
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171 if self.fire_time % 3 == 0: |
199
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172 self.fire_spine(orb, -12) |
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173 self.fire_spine(orb, 12) |
196
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174 if self.fire_time % 5 == 0: |
199
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175 self.fire_spine(orb, 0) |
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176 |
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177 |
196
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178 |
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179 class Marisa(Player): |
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180 def __init__(self, state, game, resource_loader): |
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181 anm_wrapper = resource_loader.get_anm_wrapper(('player01.anm',)) |
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182 self.bullet_angle = pi/40 #TODO: check |
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183 |
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184 Player.__init__(self, state, game, anm_wrapper, speed=5.) |
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185 |
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186 |
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187 def fire(self): |
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188 if self.fire_time % self.bullet_launch_interval == 0: |
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189 if self.state.power < 32: |
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190 bullets_per_shot = 1 |
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191 elif self.state.power < 96: |
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192 bullets_per_shot = 2 |
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193 elif self.state.power < 128: |
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194 bullets_per_shot = 3 |
199
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195 else: |
196
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196 bullets_per_shot = 5 |
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197 |
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198 bullets = self._game.players_bullets |
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199 nb_bullets_max = self._game.nb_bullets_max |
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200 |
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201 bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. |
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202 for bullet_nb in range(bullets_per_shot): |
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203 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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204 break |
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205 |
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206 bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, |
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207 bullet_angle, self.bullet_speed, |
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208 (0, 0, 0, 0, 0., 0., 0., 0.), |
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209 0, self, self._game, player_bullet=True)) |
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210 bullet_angle += self.bullet_angle |
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211 |
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212 |
200
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diff
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213 |
196
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214 class MarisaA(Marisa): |
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215 def __init__(self, state, game, resource_loader): |
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216 Marisa.__init__(self, state, game, resource_loader) |
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217 |
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218 #TODO: verify the hitbox and damages. |
199
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219 self.bulletA_types = [BulletType(self.anm_wrapper, 65, 0, 0, 0, 0, hitbox_size=4, damage=40), |
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220 BulletType(self.anm_wrapper, 66, 0, 0, 0, 0, hitbox_size=4), |
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221 BulletType(self.anm_wrapper, 67, 0, 0, 0, 0, hitbox_size=4), |
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222 BulletType(self.anm_wrapper, 68, 0, 0, 0, 0, hitbox_size=4)] |
196
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223 self.bulletA_speed_interpolator = None |
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224 |
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225 |
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226 def fire(self): |
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227 Marisa.fire(self) |
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228 |
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229 if self.state.power < 8: |
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230 return |
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231 |
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232 else: |
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233 pass #TODO |
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234 |
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235 |
200
300661f2ae8a
Fix orbs' original position
Thibaut Girka <thib@sitedethib.com>
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236 |
196
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237 class MarisaB(Marisa): |
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238 def __init__(self, state, game, resource_loader): |
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239 Marisa.__init__(self, state, game, resource_loader) |
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240 |
199
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241 #TODO: power damages period |
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242 # 8 240 120 |
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243 # 16 390 170 |
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244 # 32 480 ??? |
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245 # 48 510 ??? |
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246 # 64 760 ??? |
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247 # 80 840 ??? |
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248 # 96 1150 270 |
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249 # 128 1740 330 |
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250 # The duration of the laser is period - 42. |
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251 # The damages are given for one laser shot on one enemy for its entire duration. |
196
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252 |
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253 |
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254 def fire(self): |
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255 Marisa.fire(self) |
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256 |
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257 if self.state.power < 8: |
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258 return |
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259 |
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260 else: |
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261 pass #TODO |
200
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Thibaut Girka <thib@sitedethib.com>
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262 |