annotate pytouhou/game/player.py @ 172:ea2ad94c33a0

Implement player death.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Fri, 21 Oct 2011 09:29:16 -0700
parents 7769ce7be03c
children 35d850502d1f
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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.game.sprite import Sprite
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17 from pytouhou.game.enemy import Effect
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18 from pytouhou.vm.anmrunner import ANMRunner
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19
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20
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21 SQ2 = 2. ** 0.5 / 2.
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22
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23
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24 class PlayerState(object):
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25 def __init__(self, character=0, score=0, power=0, lives=0, bombs=0):
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26 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/...
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27
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28 self.score = score
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29 self.lives = lives
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30 self.bombs = bombs
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31 self.power = power
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32
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33 self.graze = 0
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34 self.points = 0
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35
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36 self.x = 192.0
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37 self.y = 384.0
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38
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39 self.invulnerable_time = 60
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40 self.touchable = True
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41
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42
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43 class Player(object):
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44 def __init__(self, state, character, game):
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45 self._sprite = None
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46 self._anmrunner = None
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47 self._game = game
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48
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49 self.hitbox_half_size = character.hitbox_size / 2.
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51 self.state = state
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52 self.character = character
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53 self.anm_wrapper = character.anm_wrapper
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54 self.direction = None
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55
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56 self.set_anim(0)
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57
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58 self.death_time = 0
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59
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60
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61 @property
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62 def x(self):
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63 return self.state.x
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64
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65
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66 @property
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67 def y(self):
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68 return self.state.y
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69
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70
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71 def set_anim(self, index):
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72 self._sprite = Sprite()
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73 self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite)
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74 self._anmrunner.run_frame()
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75
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76
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77 def collide(self):
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78 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death
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79 self.death_time = self._game.frame
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80 eff00 = self._game.resource_loader.get_anm_wrapper(('eff00.anm',))
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81 self._game.effects.append(Effect((self.state.x, self.state.y), 2, eff00))
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82
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83
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84 def collect(self, item):
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85 #TODO
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86 self.state.score += item._item_type.score
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87 item._removed = True
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88
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89
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90 def update(self, keystate):
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91 if self.death_time == 0 or self._game.frame - self.death_time > 60:
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92 try:
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93 dx, dy = {16: (0.0, -1.0), 32: (0.0, 1.0), 64: (-1.0, 0.0), 128: (1.0, 0.0),
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94 16|64: (-SQ2, -SQ2), 16|128: (SQ2, -SQ2),
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95 32|64: (-SQ2, SQ2), 32|128: (SQ2, SQ2)}[keystate & (16|32|64|128)]
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96 except KeyError:
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97 speed = 0.0
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98 dx, dy = 0.0, 0.0
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99 else:
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100 speed = self.character.focused_speed if keystate & 4 else self.character.speed
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101 dx, dy = dx * speed, dy * speed
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102
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103 if dx < 0 and self.direction != -1:
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104 self.set_anim(1)
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105 self.direction = -1
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106 elif dx > 0 and self.direction != +1:
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107 self.set_anim(3)
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108 self.direction = +1
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109 elif dx == 0 and self.direction is not None:
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110 self.set_anim({-1: 2, +1: 4}[self.direction])
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111 self.direction = None
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112
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113 self.state.x += dx
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114 self.state.y += dy
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115
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116 if self.state.invulnerable_time > 0:
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117 self.state.invulnerable_time -= 1
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118
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119 m = self.state.invulnerable_time % 8
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120 if m == 0:
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121 self._sprite.color = (255, 255, 255)
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122 self._sprite._changed = True
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123 elif m == 2:
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124 self._sprite.color = (64, 64, 64)
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125 self._sprite._changed = True
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126
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127 if self.death_time:
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128 time = self._game.frame - self.death_time
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129 if time == 6: # too late, you are dead :(
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130 self._game.drop_bonus(self.state.x, self.state.y, 2, end_pos=None) #TODO: find the formula
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131 for i in range(5):
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132 self._game.drop_bonus(self.state.x, self.state.y, 0, end_pos=None) #TODO: find the formula
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133 self.state.lives -= 1
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134
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135 elif time == 7:
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136 self.state.touchable = False
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137 self._sprite.mirrored = False
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138 self._sprite.fade(24, 128, lambda x: x)
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139 self._sprite.blendfunc = 1
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140 self._sprite.scale_in(24, 0., 2., lambda x: x)
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141
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142 elif time == 31:
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143 self.state.x = 192.0
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144 self.state.y = 384.0
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145 self.direction = None
130
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146
172
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147 self._sprite = Sprite()
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148 self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite)
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149 self._sprite.alpha = 128
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150 self._sprite.rescale = 0., 2.
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151 self._sprite.fade(30, 255, lambda x: x)
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152 self._sprite.blendfunc = 1
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153 self._sprite.scale_in(30, 1., 1., lambda x: x)
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154 self._anmrunner.run_frame()
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155
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156 elif time == 60: # respawned
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157 self.state.touchable = True
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158 self.state.invulnerable_time = 240
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159 self._sprite.blendfunc = 0
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160
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161 if time > 30:
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162 for bullet in self._game.bullets:
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163 bullet.cancel()
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164
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165 if time > 90: # start the bullet hell again
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166 self.death_time = 0
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167
130
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Thibaut Girka <thib@sitedethib.com>
parents: 57
diff changeset
168
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Thibaut Girka <thib@sitedethib.com>
parents: 57
diff changeset
169 self._anmrunner.run_frame()
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Thibaut Girka <thib@sitedethib.com>
parents: 57
diff changeset
170