annotate pytouhou/game/enemymanager.py @ 53:e72166f73e30

Oops
author Thibaut Girka <thib@sitedethib.com>
date Mon, 22 Aug 2011 23:20:17 +0200
parents ab826bc29aa2
children 299de3a9b69f
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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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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
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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
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23 from math import cos, sin, atan2
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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
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38 self.max_life = life
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39 self.pending_bullets = []
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40 self.bullet_attributes = None
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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
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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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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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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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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
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119 def get_objects_by_texture(self):
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120 objects_by_texture = {}
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121 key = self._anm.first_name, self._anm.secondary_name
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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)
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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)
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128 #TODO: effects/bullet launch
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129 return objects_by_texture
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130
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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?
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149 if x < self.x:
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150 self.set_anim(self.movement_dependant_sprites[2])
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151 self.direction = -1
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152 elif x > self.x:
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153 self.set_anim(self.movement_dependant_sprites[3])
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154 self.direction = +1
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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]])
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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()
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169 visible = self.is_visible(384, 448)
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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
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175 else:
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176 visible = False
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177
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178
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179 self.frame += 1
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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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diff changeset
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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diff changeset
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
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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 = {}
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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():
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234 if not key in self.objects_by_texture:
37
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235 self.objects_by_texture[key] = (0, [], [], [])
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236 self.objects_by_texture[key][1].extend(vertices)
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237 self.objects_by_texture[key][2].extend(uvs)
37
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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():
18
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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))
37
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243 colors = pack('B' * (4 * nb_vertices), *chain(*colors))
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diff changeset
244 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
18
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245