annotate pytouhou/game/bullet.py @ 112:e544f9a7966d

Add writing support to pytouhou.formats.ecl!
author Thibaut Girka <thib@sitedethib.com>
date Tue, 06 Sep 2011 22:40:45 +0200
parents 2a03940deea3
children 92772413b5a6
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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 math import cos, sin, atan2, pi
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16
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17 from pytouhou.utils.interpolator import Interpolator
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18 from pytouhou.vm.anmrunner import ANMRunner
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19 from pytouhou.game.sprite import Sprite
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20
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21
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22 class Bullet(object):
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23 __slots__ = ('x', 'y', 'angle', 'speed', 'frame', 'grazed',
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24 'flags', 'attributes', 'anim_idx', 'sprite_idx_offset', 'player',
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25 'speed_interpolator',
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26 '_game_state', '_sprite', '_anmrunner',
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27 '_removed', '_launched')
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28
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29 def __init__(self, pos, anim_idx, sprite_idx_offset,
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30 angle, speed, attributes, flags, player, game_state):
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31 self._game_state = game_state
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32 self._sprite = None
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33 self._anmrunner = None
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34 self._removed = False
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35 self._launched = False
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36
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37 self.speed_interpolator = None
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38 self.frame = 0
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39 self.grazed = False
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40
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41 self.player = player
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42
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43 self.anim_idx = anim_idx
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44 self.sprite_idx_offset = sprite_idx_offset
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45
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46 #TODO
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47 #if flags & (2|4|8):
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48 # if flags & 2: #TODO: Huh?!
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49 # index = 14
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50 # elif flags & 4:
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51 # index = 15
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52 # else:
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53 # index = 19
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54 # self._sprite = Sprite()
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55 # self._anmrunner = ANMRunner(self._game_state.resource_loader.get_anm_wrapper(('etama3.anm',)), #TODO
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56 # index, self._sprite, 0) #TODO: offset
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57 # self._anmrunner.run_frame()
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58
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59 self.flags = flags
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60 self.attributes = list(attributes)
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61
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62 self.x, self.y = pos
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63 self.angle = angle
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64 self.speed = speed
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65
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66 if flags & 1:
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67 self.speed_interpolator = Interpolator((speed + 5.,))
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68 self.speed_interpolator.set_interpolation_start(0, (speed + 5.,))
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69 self.speed_interpolator.set_interpolation_end(16, (speed,))
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70 if flags & 448:
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71 self.speed_interpolator = Interpolator((speed,))
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72 self.speed_interpolator.set_interpolation_start(0, (speed,))
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73 self.speed_interpolator.set_interpolation_end(attributes[0] - 1, (0,)) # TODO: really -1? Without, the new speed isn’t set.
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74
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75
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76 def get_player_angle(self):
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77 return atan2(self.player.y - self.y, self.player.x - self.x)
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78
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79
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80 def is_visible(self, screen_width, screen_height):
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81 if self._sprite:
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82 tx, ty, tw, th = self._sprite.texcoords
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83 if self._sprite.corner_relative_placement:
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84 raise Exception #TODO
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85 else:
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86 tx, ty, tw, th = 0., 0., 0., 0.
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87
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88 max_x = tw / 2.
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89 max_y = th / 2.
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90 min_x = -max_x
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91 min_y = -max_y
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92
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93 if any((min_x > screen_width - self.x,
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94 max_x < -self.x,
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95 min_y > screen_height - self.y,
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96 max_y < -self.y)):
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97 return False
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98 return True
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99
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100
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101 def set_anim(self, anim_idx=None, sprite_idx_offset=None):
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102 if anim_idx is not None:
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103 self.anim_idx = anim_idx
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104
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105 if sprite_idx_offset is not None:
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106 self.sprite_idx_offset = sprite_idx_offset
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107
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108 self._sprite = Sprite()
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109 anm_wrapper = self._game_state.resource_loader.get_anm_wrapper(('etama3.anm',)) #TODO
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110 self._anmrunner = ANMRunner(anm_wrapper, self.anim_idx,
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111 self._sprite, self.sprite_idx_offset)
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112
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113
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114 def update(self):
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115 if not self._sprite or self._sprite._removed:
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116 self._launched = True
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117 self.set_anim()
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118
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119 self._anmrunner.run_frame()
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120 self._sprite.update(angle_base=self.angle)
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121
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122 #TODO: flags
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123 x, y = self.x, self.y
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124
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125 if self.flags & 16:
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126 frame, count = self.attributes[0:2]
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127 length, angle = self.attributes[4:6]
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128 angle = self.angle if angle < -900.0 else angle #TODO: is that right?
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129 dx = cos(self.angle) * self.speed + cos(angle) * length
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130 dy = sin(self.angle) * self.speed + sin(angle) * length
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131 self.speed = (dx ** 2 + dy ** 2) ** 0.5
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132 self.angle = atan2(dy, dx)
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133 if self.frame == frame: #TODO: include last frame, or not?
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134 if count > 0:
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135 self.attributes[1] -= 1
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136 self.frame = 0
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137 else:
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138 self.flags ^= 16
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139 elif self.flags & 32:
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140 #TODO: check
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141 frame, count = self.attributes[0:2]
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142 acceleration, angular_speed = self.attributes[4:6]
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143 self.speed += acceleration
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144 self.angle += angular_speed
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145 if self.frame == frame:
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146 if count > 0:
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147 self.attributes[1] -= 1
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148 else:
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149 self.flags ^= 32
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150 elif self.flags & 448:
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151 #TODO: check
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152 frame, count = self.attributes[0:2]
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153 angle, speed = self.attributes[4:6]
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154 if frame == self.frame:
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155 count = count - 1
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156
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157 if self.flags & 64:
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158 self.angle = self.angle + angle
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159 elif self.flags & 128:
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160 self.angle = self.get_player_angle() + angle
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161 elif self.flags & 256:
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162 self.angle = angle
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163
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164 if count:
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165 self.speed_interpolator.set_interpolation_start(self.frame, (speed,))
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166 self.speed_interpolator.set_interpolation_end(self.frame + frame - 1, (0,)) # TODO: really -1? Without, the new speed isn’t set.
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167 else:
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168 self.flags &= ~448
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169 self.speed = speed
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170
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171 self.attributes[1] = count
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172 #TODO: other flags
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173
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174 if self.speed_interpolator:
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175 self.speed_interpolator.update(self.frame)
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176 self.speed, = self.speed_interpolator.values
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177
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178 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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179 self.x, self.y = x + dx, y + dy
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180
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181 self.frame += 1
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182