Mercurial > touhou
annotate pytouhou/game/enemymanager.py @ 53:e72166f73e30
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author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 22 Aug 2011 23:20:17 +0200 |
parents | ab826bc29aa2 |
children | 299de3a9b69f |
rev | line source |
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52
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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 |
18
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16 from itertools import chain |
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17 from io import BytesIO |
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18 import os |
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19 from struct import unpack, pack |
20
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20 from pytouhou.utils.interpolator import Interpolator |
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21 from pytouhou.game.eclrunner import ECLRunner |
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22 from pytouhou.game.sprite import Sprite |
20
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23 from math import cos, sin, atan2 |
18
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24 |
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25 |
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26 class Enemy(object): |
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27 def __init__(self, pos, life, _type, anm_wrapper): |
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28 self._anm_wrapper = anm_wrapper |
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29 self._anm = None |
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30 self._sprite = None |
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31 self._removed = False |
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32 self._type = _type |
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33 |
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34 self.frame = 0 |
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35 |
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36 self.x, self.y = pos |
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37 self.life = life |
36 | 38 self.max_life = life |
39 self.pending_bullets = [] | |
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40 self.bullet_attributes = None |
36 | 41 self.bullet_launch_offset = (0, 0) |
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42 self.vulnerable = True |
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43 self.death_callback = None |
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44 self.low_life_callback = None |
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45 self.low_life_trigger = None |
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46 self.timeout = None |
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47 self.remaining_lives = -1 |
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48 |
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49 self.bullet_launch_interval = 0 |
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50 self.delay_attack = False |
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51 |
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52 self.death_anim = None |
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53 self.movement_dependant_sprites = None |
22 | 54 self.direction = None |
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55 self.interpolator = None #TODO |
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56 self.angle = 0. |
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57 self.speed = 0. |
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58 self.rotation_speed = 0. |
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59 self.acceleration = 0. |
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60 |
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61 self.hitbox = (0, 0) |
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62 self.screen_box = None |
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63 |
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64 |
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65 def set_bullet_attributes(self, bullet_anim, launch_anim, bullets_per_shot, |
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66 number_of_shots, speed, unknown, launch_angle, |
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67 angle, flags): |
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68 self.bullet_attributes = (1, bullet_anim, launch_anim, bullets_per_shot, |
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69 number_of_shots, speed, unknown, launch_angle, |
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70 angle, flags) |
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71 if not self.delay_attack: |
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72 pass |
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73 #TODO: actually fire |
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74 |
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75 |
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76 def select_player(self, players): |
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77 return players[0] #TODO |
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78 |
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79 |
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80 def get_player_angle(self, player): |
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81 return atan2(player.y - self.y, player.x - self.x) |
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82 |
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83 |
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84 def set_anim(self, index): |
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85 self._anm, self._sprite = self._anm_wrapper.get_sprite(index) |
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86 |
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87 |
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88 def set_pos(self, x, y, z): |
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89 self.x, self.y = x, y |
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90 self.interpolator = Interpolator((x, y)) |
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91 self.interpolator.set_interpolation_start(self.frame, (x, y)) |
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92 |
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93 |
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94 def move_to(self, duration, x, y, z): |
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95 self.interpolator.set_interpolation_end(self.frame + duration, (x, y)) |
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96 |
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97 |
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98 def is_visible(self, screen_width, screen_height): |
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99 if not self._sprite: |
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100 return False |
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101 |
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102 tx, ty, tw, th = self._sprite.texcoords |
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103 if self._sprite.corner_relative_placement: |
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104 raise Exception #TODO |
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105 else: |
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106 max_x = tw / 2. |
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107 max_y = th / 2. |
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108 min_x = -max_x |
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109 min_y = -max_y |
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110 |
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111 if any((min_x >= screen_width - self.x, |
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112 max_x <= -self.x, |
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113 min_y >= screen_height - self.y, |
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114 max_y <= -self.y)): |
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115 return False |
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116 return True |
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117 |
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118 |
36 | 119 def get_objects_by_texture(self): |
120 objects_by_texture = {} | |
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121 key = self._anm.first_name, self._anm.secondary_name |
36 | 122 if not key in objects_by_texture: |
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123 objects_by_texture[key] = (0, [], [], []) |
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124 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices) |
36 | 125 objects_by_texture[key][1].extend(vertices) |
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126 objects_by_texture[key][2].extend(self._sprite._uvs) |
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127 objects_by_texture[key][3].extend(self._sprite._colors) |
36 | 128 #TODO: effects/bullet launch |
129 return objects_by_texture | |
130 | |
131 | |
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132 def update(self, frame): |
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133 x, y = self.x, self.y |
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134 if self.interpolator and self.interpolator.update(self.frame): |
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135 x, y = self.interpolator.values |
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136 |
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137 self.speed += self.acceleration #TODO: units? Execution order? |
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138 self.angle += self.rotation_speed #TODO: units? Execution order? |
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139 |
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140 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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141 if self._type & 2: |
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142 x -= dx |
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143 else: |
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144 x += dx |
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145 y += dy |
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146 |
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147 if self.movement_dependant_sprites: |
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148 #TODO: is that really how it works? |
22 | 149 if x < self.x: |
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150 self.set_anim(self.movement_dependant_sprites[2]) |
22 | 151 self.direction = -1 |
152 elif x > self.x: | |
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153 self.set_anim(self.movement_dependant_sprites[3]) |
22 | 154 self.direction = +1 |
155 elif self.direction is not None: | |
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156 self.set_anim(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]]) |
22 | 157 self.direction = None |
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158 |
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159 |
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160 if self.screen_box: |
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161 xmin, ymin, xmax, ymax = self.screen_box |
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162 x = max(xmin, min(x, xmax)) |
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163 y = max(ymin, min(y, ymax)) |
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164 |
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165 |
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166 self.x, self.y = x, y |
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167 if self._sprite: |
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168 changed = self._sprite.update() |
32 | 169 visible = self.is_visible(384, 448) |
170 if changed and visible: | |
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171 self._sprite.update_vertices_uvs_colors() |
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172 elif not self._sprite.playing: |
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173 visible = False |
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174 self._sprite = None |
32 | 175 else: |
176 visible = False | |
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177 |
36 | 178 |
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179 self.frame += 1 |
32 | 180 return visible |
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181 |
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182 |
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183 |
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184 class EnemyManager(object): |
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185 def __init__(self, stage, anm_wrapper, ecl, game_state): |
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186 self._game_state = game_state |
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187 self.stage = stage |
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188 self.anm_wrapper = anm_wrapper |
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189 self.main = [] |
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190 self.ecl = ecl |
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191 self.objects_by_texture = {} |
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192 self.enemies = [] |
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193 self.processes = [] |
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194 |
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195 # Populate main |
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196 for frame, sub, instr_type, args in ecl.main: |
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197 if not self.main or self.main[-1][0] < frame: |
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198 self.main.append((frame, [(sub, instr_type, args)])) |
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199 elif self.main[-1][0] == frame: |
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200 self.main[-1][1].append((sub, instr_type, args)) |
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201 |
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202 |
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203 def update(self, frame): |
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204 if self.main and self.main[0][0] == frame: |
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205 for sub, instr_type, args in self.main.pop(0)[1]: |
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206 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy |
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207 x, y, z, life, unknown1, unknown2, unknown3 = args |
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208 if instr_type & 4: |
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209 if x < -990: #102h.exe@0x411820 |
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210 x = self._game_state.prng.rand_double() * 368 |
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211 if y < -990: #102h.exe@0x41184b |
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212 y = self._game_state.prng.rand_double() * 416 |
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213 if z < -990: #102h.exe@0x411881 |
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214 y = self._game_state.prng.rand_double() * 800 |
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215 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper) |
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216 self.enemies.append(enemy) |
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217 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state)) |
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218 |
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219 |
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220 # Run processes |
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221 self.processes[:] = (process for process in self.processes if process.run_iteration()) |
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222 |
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223 # Filter of destroyed enemies |
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224 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed) |
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225 |
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226 # Update enemies |
32 | 227 visible_enemies = [enemy for enemy in self.enemies if enemy.update(frame)] |
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228 |
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229 # Add enemies to vertices/uvs |
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230 self.objects_by_texture = {} |
32 | 231 for enemy in visible_enemies: |
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232 if enemy.is_visible(384, 448): #TODO |
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233 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items(): |
36 | 234 if not key in self.objects_by_texture: |
37
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235 self.objects_by_texture[key] = (0, [], [], []) |
36 | 236 self.objects_by_texture[key][1].extend(vertices) |
237 self.objects_by_texture[key][2].extend(uvs) | |
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238 self.objects_by_texture[key][3].extend(colors) |
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239 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items(): |
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240 nb_vertices = len(vertices) |
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241 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) |
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242 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) |
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243 colors = pack('B' * (4 * nb_vertices), *chain(*colors)) |
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244 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors) |
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245 |