Mercurial > touhou
annotate pytouhou/game/player.pyx @ 758:daa23a4ff24d
utils: Replace custom SeekableSlice struct with std::io::Cursor.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 05 Jan 2021 04:11:18 +0100 |
parents | a6af3ff86612 |
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rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 from libc.math cimport M_PI as pi |
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16 |
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17 from pytouhou.game.sprite cimport Sprite |
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18 from pytouhou.vm import ANMRunner |
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19 from pytouhou.game.bullettype cimport BulletType |
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20 from pytouhou.game.bullet cimport Bullet |
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21 from pytouhou.game.lasertype cimport LaserType |
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22 from pytouhou.game.laser cimport PlayerLaser |
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23 from pytouhou.game import GameOver |
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24 |
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25 |
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26 cdef class Player(Element): |
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27 def __init__(self, long number, anm, long character=0, long continues=0, |
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28 long power=0, long lives=2, long bombs=3, long score=0): |
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29 Element.__init__(self, (192, 384)) |
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30 |
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31 self.number = number |
130 | 32 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... |
33 | |
34 self.score = score | |
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35 self.effective_score = score |
130 | 36 self.lives = lives |
37 self.bombs = bombs | |
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38 self.continues = continues |
130 | 39 self.power = power |
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40 |
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41 self.continues_used = 0 |
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42 self.miss = 0 |
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43 self.bombs_used = 0 |
130 | 44 |
45 self.graze = 0 | |
46 self.points = 0 | |
47 | |
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48 self.invulnerable_time = 240 |
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49 self.touchable = True |
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50 self.focused = False |
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51 |
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52 self.power_bonus = 0 # Never goes over 30. |
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53 |
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54 self._game = None |
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55 self.anm = anm |
130 | 56 |
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57 self.speeds = (self.sht.horizontal_vertical_speed, |
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58 self.sht.diagonal_speed, |
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59 self.sht.horizontal_vertical_focused_speed, |
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60 self.sht.diagonal_focused_speed) |
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61 |
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62 self.fire_time = 0 |
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63 |
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64 self.direction = 0 |
130 | 65 |
66 self.set_anim(0) | |
67 | |
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68 self.death_time = 0 |
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69 |
130 | 70 |
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71 cdef bint set_anim(self, index) except True: |
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72 self.sprite = Sprite() |
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73 self.anmrunner = ANMRunner(self.anm, index, self.sprite) |
130 | 74 |
75 | |
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76 cdef bint play_sound(self, str name) except True: |
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77 self._game.sfx_player.play('%s.wav' % name) |
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78 |
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79 |
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80 cdef bint collide(self) except True: |
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81 if not self.invulnerable_time and not self.death_time and self.touchable: # Border Between Life and Death |
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82 self.death_time = self._game.frame |
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83 self._game.new_effect((self.x, self.y), 17) |
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84 self._game.modify_difficulty(-1600) |
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85 self.play_sound('pldead00') |
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86 for i in range(16): |
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87 self._game.new_particle((self.x, self.y), 11, 256) #TODO: find the real size and range. |
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88 |
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89 |
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90 def start_focusing(self): |
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91 self.focused = True |
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92 |
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93 |
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94 def stop_focusing(self): |
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95 self.focused = False |
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96 |
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97 |
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98 cdef bint fire(self) except True: |
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99 cdef long shot_power |
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100 |
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101 sht = self.focused_sht if self.focused else self.sht |
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102 |
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103 # Don’t use min() since sht.shots could be an empty dict. |
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104 power = 999 |
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105 for shot_power in sht.shots: |
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106 if self.power < shot_power: |
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107 power = power if power < shot_power else shot_power |
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108 |
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109 bullets = self._game.players_bullets |
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110 lasers = self._game.players_lasers |
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111 nb_bullets_max = self._game.nb_bullets_max |
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112 |
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113 if self.fire_time % 5 == 0: |
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114 self.play_sound('plst00') |
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115 |
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116 for shot in sht.shots[power]: |
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117 origin = <Element>(self.orbs[shot.orb - 1] if shot.orb else self) |
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118 shot_type = <unsigned char>shot.type |
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119 |
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120 if shot_type == 3: |
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121 if self.fire_time != 30: |
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122 continue |
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123 |
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124 #TODO: number can do very surprising things, like removing any |
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125 # bullet creation from enemies with 3. For now, crash when not |
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126 # an actual laser number. |
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127 number = <long>shot.delay |
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128 if lasers[number] is not None: |
294
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129 continue |
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130 |
430
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131 laser_type = LaserType(self.anm, shot.sprite % 256, 68) |
294
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132 lasers[number] = PlayerLaser(laser_type, 0, shot.hitbox, shot.damage, shot.angle, shot.speed, shot.interval, origin) |
235
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133 continue |
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134 |
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135 if (self.fire_time + shot.delay) % shot.interval != 0: |
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136 continue |
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137 |
445
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138 if nb_bullets_max != 0 and len(bullets) == nb_bullets_max: |
235
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139 break |
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140 |
494
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141 x = origin.x + <double>shot.pos[0] |
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142 y = origin.y + <double>shot.pos[1] |
235
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143 |
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144 #TODO: find a better way to do that. |
430
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145 bullet_type = BulletType(self.anm, shot.sprite % 256, |
235
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146 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
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147 0, 0, 0, 0.) |
294
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148 #TODO: Type 1 (homing bullets) |
445
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149 if shot_type == 2: |
235
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150 #TODO: triple-check acceleration! |
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151 bullets.append(Bullet((x, y), bullet_type, 0, |
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152 shot.angle, shot.speed, |
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153 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), |
494
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154 16, self, self._game, player=self.number, |
235
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155 damage=shot.damage, hitbox=shot.hitbox)) |
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156 else: |
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157 bullets.append(Bullet((x, y), bullet_type, 0, |
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158 shot.angle, shot.speed, |
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159 (0, 0, 0, 0, 0., 0., 0., 0.), |
494
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160 0, self, self._game, player=self.number, |
235
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161 damage=shot.damage, hitbox=shot.hitbox)) |
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162 |
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163 |
445
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164 cpdef update(self, long keystate): |
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165 cdef double dx, dy |
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166 |
172
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167 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
494
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168 speed, diag_speed = self.speeds[2:] if self.focused else self.speeds[:2] |
172
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169 try: |
445
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170 dx, dy = {16: (0., -speed), 32: (0., speed), 64: (-speed, 0.), 128: (speed, 0.), |
220
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171 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), |
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172 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] |
172
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173 except KeyError: |
445
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174 dx, dy = 0., 0. |
172
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175 |
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176 if dx < 0 and self.direction != -1: |
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177 self.set_anim(1) |
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178 self.direction = -1 |
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179 elif dx > 0 and self.direction != +1: |
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180 self.set_anim(3) |
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181 self.direction = +1 |
445
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182 elif dx == 0 and self.direction != 0: |
172
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183 self.set_anim({-1: 2, +1: 4}[self.direction]) |
445
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184 self.direction = 0 |
172
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185 |
494
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186 self.x += dx |
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187 self.y += dy |
445
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188 |
494
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189 if self.x < 8.: |
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190 self.x = 8. |
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191 if self.x > self._game.width - 8: |
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192 self.x = self._game.width - 8. |
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193 if self.y < 16.: |
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194 self.y = 16. |
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195 if self.y > self._game.height - 16: |
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196 self.y = self._game.height -16. |
380
c25530efea3b
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197 |
494
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198 if not self.focused and keystate & 4: |
206
eca53abdfeab
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199
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|
199 self.start_focusing() |
494
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200 elif self.focused and not keystate & 4: |
206
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199
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|
201 self.stop_focusing() |
199
8ec34c56fed0
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202 |
494
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203 if self.invulnerable_time > 0: |
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204 self.invulnerable_time -= 1 |
172
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205 |
494
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206 m = self.invulnerable_time % 8 |
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207 if m == 7 or self.invulnerable_time == 0: |
590
e15672733c93
Switch to Python 3.x instead of 2.7.
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|
208 for i in range(3): |
527
db28538cd399
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|
209 self.sprite._color[i] = 255 |
304
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|
210 self.sprite.changed = True |
328
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211 elif m == 1: |
590
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|
212 for i in range(3): |
527
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|
213 self.sprite._color[i] = 64 |
304
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214 self.sprite.changed = True |
130 | 215 |
196
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216 if keystate & 1 and self.fire_time == 0: |
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217 self.fire_time = 30 |
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218 if self.fire_time > 0: |
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219 self.fire() |
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220 self.fire_time -= 1 |
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221 |
498
c9c2fb873dbd
Actually consume a bomb when using it, make the player invulnerable for a certain time, and implement deathbomb.
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222 if self.death_time == 0 or self.death_time < 6: #TODO: < or <=? |
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223 if keystate & 2 and self.bombs and self.bomb_time == 0: |
457
4ccc47828002
Display the name of a spellcard and the face of its invoker.
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|
224 self._game.set_player_bomb() |
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225 self.bomb_time = 240 |
498
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226 self.bombs -= 1 |
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227 self.bombs_used += 1 |
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228 self.invulnerable_time = 240 #TODO: check the duration of bombs. |
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229 self.death_time = 0 # Deathbomb. |
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230 if self.bomb_time > 0: |
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231 self.bomb_time -= 1 |
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232 if self.bomb_time == 0: |
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233 self._game.unset_player_bomb() |
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234 |
172
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235 if self.death_time: |
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236 time = self._game.frame - self.death_time |
172
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237 if time == 6: # too late, you are dead :( |
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238 self.touchable = False |
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239 if self.power > 16: |
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240 self.power -= 16 |
184
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241 else: |
494
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242 self.power = 0 |
498
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243 self.bombs = 3 #TODO: use the right default. |
471
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Make Laser and Orb extension types, and use that where possible.
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244 self._game.cancel_player_lasers() |
184
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245 |
494
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246 self.miss += 1 |
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247 self.lives -= 1 |
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248 if self.lives < 0: |
339
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249 #TODO: display a menu to ask the players if they want to continue. |
494
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250 if self.continues == 0: |
339
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251 raise GameOver |
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252 |
465
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253 # Don’t decrement if it’s infinite. |
494
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254 if self.continues >= 0: |
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255 self.continues -= 1 |
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256 self.continues_used += 1 |
465
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257 |
590
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258 for i in range(5): |
502
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259 self._game.drop_bonus(self.x, self.y, 4, player=self, |
339
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260 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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261 self._game.prng.rand_double() * 192 - 64)) |
574
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262 self.score = self.continues_used if self.continues_used <= 9 else 9 |
494
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263 self.effective_score = 0 |
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264 self.lives = 2 #TODO: use the right default. |
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265 self.bombs = 3 #TODO: use the right default. |
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266 self.power = 0 |
339
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267 |
494
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268 self.graze = 0 |
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269 self.points = 0 |
339
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270 else: |
502
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|
271 self._game.drop_bonus(self.x, self.y, 2, player=self, |
339
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272 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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|
273 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
590
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|
274 for i in range(5): |
502
3d3285918ba1
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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|
275 self._game.drop_bonus(self.x, self.y, 0, player=self, |
339
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|
276 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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|
277 self._game.prng.rand_double() * 192 - 64)) |
184
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diff
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|
278 |
172
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279 elif time == 7: |
304
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|
280 self.sprite.mirrored = False |
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|
281 self.sprite.blendfunc = 0 |
527
db28538cd399
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282 self.sprite._rescale[:] = [0.75, 1.5] |
445
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|
283 self.sprite.fade(26, 96) |
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|
284 self.sprite.scale_in(26, 0., 2.5) |
172
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|
285 |
447
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|
286 #TODO: the next two branches could be happening at the same frame. |
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|
287 elif time == 31: |
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|
288 self._game.cancel_bullets() |
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289 |
211
a765ef90c2b0
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changeset
|
290 elif time == 32: |
494
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|
291 self.x = float(self._game.width) / 2. #TODO |
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|
292 self.y = float(self._game.width) #TODO |
445
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changeset
|
293 self.direction = 0 |
130 | 294 |
304
f3099ebf4f61
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changeset
|
295 self.sprite = Sprite() |
430
c9433188ffdb
Remove AnmWrapper, since ANMs are lists of entries now.
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diff
changeset
|
296 self.anmrunner = ANMRunner(self.anm, 0, self.sprite) |
527
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changeset
|
297 self.sprite._color[3] = 128 |
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changeset
|
298 self.sprite._rescale[:] = [0., 2.5] |
445
b0abb05811f7
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changeset
|
299 self.sprite.fade(30, 255) |
304
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diff
changeset
|
300 self.sprite.blendfunc = 1 |
445
b0abb05811f7
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parents:
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changeset
|
301 self.sprite.scale_in(30, 1., 1.) |
172
ea2ad94c33a0
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diff
changeset
|
302 |
211
a765ef90c2b0
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206
diff
changeset
|
303 elif time == 61: # respawned |
494
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changeset
|
304 self.touchable = True |
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diff
changeset
|
305 self.invulnerable_time = 240 |
304
f3099ebf4f61
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303
diff
changeset
|
306 self.sprite.blendfunc = 0 |
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diff
changeset
|
307 self.sprite.changed = True |
172
ea2ad94c33a0
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diff
changeset
|
308 |
447
78e1c3864e73
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diff
changeset
|
309 elif time == 91: # start the bullet hell again |
172
ea2ad94c33a0
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158
diff
changeset
|
310 self.death_time = 0 |
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diff
changeset
|
311 |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
312 self.anmrunner.run_frame() |
130 | 313 |