annotate pytouhou/game/enemy.py @ 203:df8b2ab54639

Make pylint slightly happier (and code analysis easier)
author Thibaut Girka <thib@sitedethib.com>
date Mon, 31 Oct 2011 19:29:47 +0100
parents d348892ef012
children 709f42eaa55e
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15
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16 from pytouhou.utils.interpolator import Interpolator
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17 from pytouhou.vm.anmrunner import ANMRunner
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18 from pytouhou.game.sprite import Sprite
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19 from pytouhou.game.bullet import Bullet
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20 from math import cos, sin, atan2, pi
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23 class Enemy(object):
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24 def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game):
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25 self._game = game
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26 self._anm_wrapper = anm_wrapper
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27 self._sprite = None
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28 self._anmrunner = None
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29 self._removed = False
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30 self._visible = True
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31 self._type = _type
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32 self._bonus_dropped = bonus_dropped
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33 self._die_score = die_score #TODO: use it
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34 self._was_visible = False
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35
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36 self.frame = 0
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37
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38 self.x, self.y = pos
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39 self.life = life
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40 self.max_life = life
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41 self.touchable = True
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42 self.damageable = True
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43 self.death_flags = 0
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44 self.boss = False
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45 self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0)
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46 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.)
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47 self.bullet_attributes = None
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48 self.bullet_launch_offset = (0, 0)
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49 self.death_callback = None
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50 self.boss_callback = None
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51 self.low_life_callback = None
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52 self.low_life_trigger = None
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53 self.timeout = None
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54 self.timeout_callback = None
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55 self.remaining_lives = -1
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56
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57 self.automatic_orientation = False
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58
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59 self.bullet_launch_interval = 0
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60 self.bullet_launch_timer = 0
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61 self.delay_attack = False
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62
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63 self.death_anim = 0
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64 self.movement_dependant_sprites = None
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65 self.direction = None
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66 self.interpolator = None #TODO
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67 self.speed_interpolator = None
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68 self.angle = 0.
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69 self.speed = 0.
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70 self.rotation_speed = 0.
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71 self.acceleration = 0.
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72
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73 self.hitbox = (0, 0)
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74 self.hitbox_half_size = (0, 0)
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75 self.screen_box = None
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77
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78 def set_bullet_attributes(self, type_, anim, sprite_idx_offset,
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79 bullets_per_shot, number_of_shots, speed, speed2,
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80 launch_angle, angle, flags):
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81
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82 # Apply difficulty-specific modifiers
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83 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs
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84 diff_coeff = self._game.difficulty / 32.
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85
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86 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff
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87 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2.
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88 bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff)
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89 number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff)
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90
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91 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot,
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92 number_of_shots, speed, speed2, launch_angle,
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93 angle, flags)
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94 if not self.delay_attack:
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95 self.fire()
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96
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97
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98 def set_bullet_launch_interval(self, value, start=0.):
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99 # Apply difficulty-specific modifiers:
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100 value *= 1. - .4 * (self._game.difficulty - 16.) / 32.
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101
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102 self.bullet_launch_interval = int(value)
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103 self.bullet_launch_timer = int(value * start)
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104
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105
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106 def fire(self):
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107 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots,
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108 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes
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109
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110 bullet_type = self._game.bullet_types[type_idx]
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111
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112 ox, oy = self.bullet_launch_offset
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113 launch_pos = self.x + ox, self.y + oy
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114
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115 if speed2 < 0.3:
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116 speed2 = 0.3
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117
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118 self.bullet_launch_timer = 0
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119
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120 player = self.select_player()
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121
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122 if type_ in (67, 69, 71):
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123 launch_angle += self.get_player_angle(player, launch_pos)
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124 if type_ in (69, 70, 71, 74):
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125 angle = 2. * pi / bullets_per_shot
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126 if type_ == 71:
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127 launch_angle += pi / bullets_per_shot
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128 if type_ != 75:
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parents: 103
diff changeset
129 launch_angle -= angle * (bullets_per_shot - 1) / 2.
83
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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parents: 79
diff changeset
130
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
131 bullets = self._game.bullets
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
132 nb_bullets_max = self._game.nb_bullets_max
106
c7847bfed427 Minor refactoring
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parents: 105
diff changeset
133
83
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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parents: 79
diff changeset
134 for shot_nb in range(number_of_shots):
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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parents: 79
diff changeset
135 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots)
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents: 79
diff changeset
136 bullet_angle = launch_angle
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
Thibaut Girka <thib@sitedethib.com>
parents: 79
diff changeset
137 for bullet_nb in range(bullets_per_shot):
143
ea21bb37febe Add max bullets limit
Thibaut Girka <thib@sitedethib.com>
parents: 135
diff changeset
138 if nb_bullets_max is not None and len(bullets) == nb_bullets_max:
ea21bb37febe Add max bullets limit
Thibaut Girka <thib@sitedethib.com>
parents: 135
diff changeset
139 break
ea21bb37febe Add max bullets limit
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parents: 135
diff changeset
140
135
c53d91300c1c Implement instruction 74.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 134
diff changeset
141 if type_ == 75: # 102h.exe@0x4138cf
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents: 143
diff changeset
142 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle
135
c53d91300c1c Implement instruction 74.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 134
diff changeset
143 if type_ in (74, 75): # 102h.exe@0x4138cf
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents: 143
diff changeset
144 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2
123
d1c82d43bbf3 Various optimizations
Thibaut Girka <thib@sitedethib.com>
parents: 120
diff changeset
145 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset,
106
c7847bfed427 Minor refactoring
Thibaut Girka <thib@sitedethib.com>
parents: 105
diff changeset
146 bullet_angle, shot_speed,
c7847bfed427 Minor refactoring
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parents: 105
diff changeset
147 self.extended_bullet_attributes,
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
148 flags, player, self._game))
83
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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parents: 79
diff changeset
149 bullet_angle += angle
48
8353c33d53d4 Support a few more instructions
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parents: 46
diff changeset
150
8353c33d53d4 Support a few more instructions
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parents: 46
diff changeset
151
79
ffe2c2b9912c Handle a few more ECL instructions. Prepare for bullet handling \o/
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parents: 75
diff changeset
152 def select_player(self, players=None):
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
153 return (players or self._game.players)[0] #TODO
50
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
154
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
155
132
fba45c37ec99 Fix initial angle of bullets with bullet_launch_offset enabled.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 130
diff changeset
156 def get_player_angle(self, player=None, pos=None):
79
ffe2c2b9912c Handle a few more ECL instructions. Prepare for bullet handling \o/
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parents: 75
diff changeset
157 player = player or self.select_player()
132
fba45c37ec99 Fix initial angle of bullets with bullet_launch_offset enabled.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 130
diff changeset
158 x, y = pos or (self.x, self.y)
fba45c37ec99 Fix initial angle of bullets with bullet_launch_offset enabled.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 130
diff changeset
159 return atan2(player.y - y, player.x - x)
50
811cefefb5c8 Fix a few bugs and add support for a few instructions
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parents: 49
diff changeset
160
811cefefb5c8 Fix a few bugs and add support for a few instructions
Thibaut Girka <thib@sitedethib.com>
parents: 49
diff changeset
161
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
Thibaut Girka <thib@sitedethib.com>
parents: 48
diff changeset
162 def set_anim(self, index):
69
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
Thibaut Girka <thib@sitedethib.com>
parents: 68
diff changeset
163 self._sprite = Sprite()
a142e57218a0 Refactor. Move VMs to pytouhou.vm.
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parents: 68
diff changeset
164 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite)
105
572740acdb25 A few changes in the execution order to match 102h.exe
Thibaut Girka <thib@sitedethib.com>
parents: 104
diff changeset
165 self._anmrunner.run_frame()
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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parents: 22
diff changeset
166
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents: 22
diff changeset
167
166
dcf32488a2c9 Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 159
diff changeset
168 def die_anim(self):
181
184196480f59 Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 177
diff changeset
169 self._game.new_death((self.x, self.y), self.death_anim)
190
dbe6b7b2d3fc Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 184
diff changeset
170
dbe6b7b2d3fc Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 184
diff changeset
171
dbe6b7b2d3fc Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 184
diff changeset
172 def drop_particles(self, number, color):
dbe6b7b2d3fc Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 184
diff changeset
173 #TODO: white particles are only used in stage 3 to 6,
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parents: 184
diff changeset
174 # in other stages they are blue.
dbe6b7b2d3fc Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 184
diff changeset
175 if color == 0:
dbe6b7b2d3fc Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 184
diff changeset
176 if self._game.stage in [1, 2, 7]:
dbe6b7b2d3fc Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 184
diff changeset
177 color = 3
dbe6b7b2d3fc Fix a few things about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 184
diff changeset
178 for i in range(number):
193
9f58e2a6e950 Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents: 190
diff changeset
179 self._game.new_particle((self.x, self.y), color, 4., 256) #TODO: find the real size.
154
364935f6e313 Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 152
diff changeset
180
364935f6e313 Implement enemy killing.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 152
diff changeset
181
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents: 22
diff changeset
182 def set_pos(self, x, y, z):
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parents: 22
diff changeset
183 self.x, self.y = x, y
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parents: 22
diff changeset
184 self.interpolator = Interpolator((x, y))
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
185 self.interpolator.set_interpolation_start(self._game.frame, (x, y))
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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parents: 22
diff changeset
186
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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parents: 22
diff changeset
187
62
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents: 57
diff changeset
188 def move_to(self, duration, x, y, z, formula):
57
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents: 56
diff changeset
189 if not self.interpolator:
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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parents: 143
diff changeset
190 frame = self._game.frame
62
1f591adcea04 Fix animation determination (ins_98 stuff) and some interpolation functions
Thibaut Girka <thib@sitedethib.com>
parents: 57
diff changeset
191 self.interpolator = Interpolator((self.x, self.y), formula)
100
5c40cc1b8019 Use game's frame for interpolation. No more time manipulation interfering with interpolators!
Thibaut Girka <thib@sitedethib.com>
parents: 98
diff changeset
192 self.interpolator.set_interpolation_start(frame, (self.x, self.y))
5c40cc1b8019 Use game's frame for interpolation. No more time manipulation interfering with interpolators!
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parents: 98
diff changeset
193 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y))
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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parents: 22
diff changeset
194
75
b3bd421bb895 Handle a few more ECL instructions
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parents: 73
diff changeset
195 self.speed = 0.
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parents: 73
diff changeset
196 self.angle = atan2(y - self.y, x - self.x)
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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parents: 22
diff changeset
197
75
b3bd421bb895 Handle a few more ECL instructions
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parents: 73
diff changeset
198
b3bd421bb895 Handle a few more ECL instructions
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parents: 73
diff changeset
199 def stop_in(self, duration, formula):
57
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
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parents: 56
diff changeset
200 if not self.speed_interpolator:
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents: 143
diff changeset
201 frame = self._game.frame
75
b3bd421bb895 Handle a few more ECL instructions
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parents: 73
diff changeset
202 self.speed_interpolator = Interpolator((self.speed,), formula)
100
5c40cc1b8019 Use game's frame for interpolation. No more time manipulation interfering with interpolators!
Thibaut Girka <thib@sitedethib.com>
parents: 98
diff changeset
203 self.speed_interpolator.set_interpolation_start(frame, (self.speed,))
5c40cc1b8019 Use game's frame for interpolation. No more time manipulation interfering with interpolators!
Thibaut Girka <thib@sitedethib.com>
parents: 98
diff changeset
204 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,))
57
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
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parents: 56
diff changeset
205
75
b3bd421bb895 Handle a few more ECL instructions
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parents: 73
diff changeset
206 self.speed = 0.
b3bd421bb895 Handle a few more ECL instructions
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parents: 73
diff changeset
207
57
694f25881d0f Fix move_to interpolation, add support for a few ANM and ECL instructions
Thibaut Girka <thib@sitedethib.com>
parents: 56
diff changeset
208
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents: 22
diff changeset
209 def is_visible(self, screen_width, screen_height):
73
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents: 72
diff changeset
210 if self._sprite:
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents: 72
diff changeset
211 tx, ty, tw, th = self._sprite.texcoords
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents: 72
diff changeset
212 if self._sprite.corner_relative_placement:
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents: 72
diff changeset
213 raise Exception #TODO
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents: 72
diff changeset
214 else:
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents: 72
diff changeset
215 tx, ty, tw, th = 0., 0., 0., 0.
29
afa91be769ae Don't lose time updating off-screen enemies' sprites
Thibaut Girka <thib@sitedethib.com>
parents: 23
diff changeset
216
123
d1c82d43bbf3 Various optimizations
Thibaut Girka <thib@sitedethib.com>
parents: 120
diff changeset
217 x, y = self.x, self.y
73
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents: 72
diff changeset
218 max_x = tw / 2.
e4af16a019d3 Do not remove enemies as soon as they lose their animation (Daiyousei...)
Thibaut Girka <thib@sitedethib.com>
parents: 72
diff changeset
219 max_y = th / 2.
29
afa91be769ae Don't lose time updating off-screen enemies' sprites
Thibaut Girka <thib@sitedethib.com>
parents: 23
diff changeset
220
123
d1c82d43bbf3 Various optimizations
Thibaut Girka <thib@sitedethib.com>
parents: 120
diff changeset
221 if (max_x < x - screen_width
d1c82d43bbf3 Various optimizations
Thibaut Girka <thib@sitedethib.com>
parents: 120
diff changeset
222 or max_x < -x
d1c82d43bbf3 Various optimizations
Thibaut Girka <thib@sitedethib.com>
parents: 120
diff changeset
223 or max_y < y - screen_height
d1c82d43bbf3 Various optimizations
Thibaut Girka <thib@sitedethib.com>
parents: 120
diff changeset
224 or max_y < -y):
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents: 22
diff changeset
225 return False
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents: 22
diff changeset
226 return True
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
Thibaut Girka <thib@sitedethib.com>
parents: 22
diff changeset
227
18
ca26a84916cb Add preliminary ECL viewer/interpreter.
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
228
202
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
229 def check_collisions(self):
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
230 # Check for collisions
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
231 ex, ey = self.x, self.y
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
232 ehalf_size_x, ehalf_size_y = self.hitbox_half_size
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
233 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
234 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
235
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
236 damages = 0
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
237
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
238 # Check for enemy-bullet collisions
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
239 for bullet in self._game.players_bullets:
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
240 half_size = bullet.hitbox_half_size
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
241 bx, by = bullet.x, bullet.y
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
242 bx1, bx2 = bx - half_size, bx + half_size
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
243 by1, by2 = by - half_size, by + half_size
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
244
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
245 if not (bx2 < ex1 or bx1 > ex2
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
246 or by2 < ey1 or by1 > ey2):
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
247 bullet.collide()
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
248 damages += bullet._bullet_type.damage
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
249 self.drop_particles(1, 1)
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
250
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
251 # Check for enemy-player collisions
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
252 if self.touchable:
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
253 for player in self._game.players:
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
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parents: 197
diff changeset
254 if not player.state.touchable:
d348892ef012 Handle enemy collisions and damages in a way closer to the original game.
Thibaut Girka <thib@sitedethib.com>
parents: 197
diff changeset
255 continue
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256
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257 px, py = player.x, player.y
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258 phalf_size = player.hitbox_half_size
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259 px1, px2 = px - phalf_size, px + phalf_size
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260 py1, py2 = py - phalf_size, py + phalf_size
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261
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262 #TODO: box-box or point-in-box?
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263 if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2):
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264 if not self.boss:
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265 damages += 10
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266 if player.state.invulnerable_time == 0: #TODO
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267 player.collide()
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268
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269 # Adjust damages
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270 damages = min(70, damages)
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271 score = (damages // 5) * 10 #TODO: give to which player?
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272
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273 if self._game.spellcard:
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274 #TODO: there is a division by 3, somewhere... where is it?
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275 if damages <= 7:
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276 damages = 1 if damages else 0
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277 else:
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278 damages //= 7
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279
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280 # Apply damages
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281 if self.damageable:
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282 self.life -= damages
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283
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284
69
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285 def update(self):
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286 x, y = self.x, self.y
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287 if self.interpolator:
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
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288 self.interpolator.update(self._game.frame)
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289 x, y = self.interpolator.values
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290
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291 self.speed += self.acceleration #TODO: units? Execution order?
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292 self.angle += self.rotation_speed #TODO: units? Execution order?
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293
57
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294
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295 if self.speed_interpolator:
151
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diff changeset
296 self.speed_interpolator.update(self._game.frame)
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diff changeset
297 self.speed, = self.speed_interpolator.values
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298
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299
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300 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff changeset
301 if self._type & 2:
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diff changeset
302 x -= dx
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303 else:
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304 x += dx
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305 y += dy
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306
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307 if self.movement_dependant_sprites:
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diff changeset
308 #TODO: is that really how it works? Almost.
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309 # Sprite determination is done only once per changement, and is
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diff changeset
310 # superseeded by ins_97.
62
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diff changeset
311 end_left, end_right, left, right = self.movement_dependant_sprites
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diff changeset
312 if x < self.x and self.direction != -1:
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diff changeset
313 self.set_anim(left)
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314 self.direction = -1
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diff changeset
315 elif x > self.x and self.direction != +1:
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diff changeset
316 self.set_anim(right)
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317 self.direction = +1
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diff changeset
318 elif x == self.x and self.direction is not None:
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diff changeset
319 self.set_anim({-1: end_left, +1: end_right}[self.direction])
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diff changeset
320 self.direction = None
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diff changeset
321
50
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diff changeset
322
811cefefb5c8 Fix a few bugs and add support for a few instructions
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diff changeset
323 if self.screen_box:
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diff changeset
324 xmin, ymin, xmax, ymax = self.screen_box
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diff changeset
325 x = max(xmin, min(x, xmax))
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diff changeset
326 y = max(ymin, min(y, ymax))
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diff changeset
327
811cefefb5c8 Fix a few bugs and add support for a few instructions
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diff changeset
328
21
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diff changeset
329 self.x, self.y = x, y
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diff changeset
330
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diff changeset
331 #TODO
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diff changeset
332 if self._anmrunner and not self._anmrunner.run_frame():
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diff changeset
333 self._anmrunner = None
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diff changeset
334
183
b6d7ce644f34 Implement two new ECL instructions.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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diff changeset
335 if self._sprite and self._visible:
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diff changeset
336 if self._sprite._removed:
49
cbe1cb50f2fd Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff changeset
337 self._sprite = None
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diff changeset
338 else:
120
4300a832f033 Small refactoring and massive performance improvement
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diff changeset
339 self._sprite.update_orientation(self.angle,
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diff changeset
340 self.automatic_orientation)
36
f46c18872796 Minor refactoring
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parents: 34
diff changeset
341
83
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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diff changeset
342
fc0294c745b6 Basic bullet handling! Clean up as soon as possible :p
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diff changeset
343 if self.bullet_launch_interval != 0:
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diff changeset
344 self.bullet_launch_timer += 1
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diff changeset
345 if self.bullet_launch_timer == self.bullet_launch_interval:
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diff changeset
346 self.fire()
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diff changeset
347
202
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diff changeset
348 # Check collisions
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diff changeset
349 if self.touchable:
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diff changeset
350 self.check_collisions()
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351
18
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diff changeset
352 self.frame += 1
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diff changeset
353