Mercurial > touhou
annotate pytouhou/game/game.py @ 163:ee0bbde02c48
Implement player bullets in Bullet.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 16 Oct 2011 07:41:26 -0700 |
parents | 7e7368356445 |
children | 5271789c067d |
rev | line source |
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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.random import Random |
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17 |
97 | 18 from pytouhou.vm.eclrunner import ECLMainRunner |
19 | |
130 | 20 from pytouhou.game.player import Player |
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21 from pytouhou.game.enemy import Enemy |
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22 from pytouhou.game.item import Item |
97 | 23 |
24 | |
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25 |
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26 class Game(object): |
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27 def __init__(self, resource_loader, player_states, stage, rank, difficulty, |
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28 bullet_types, item_types, characters, nb_bullets_max=None): |
97 | 29 self.resource_loader = resource_loader |
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30 |
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31 self.nb_bullets_max = nb_bullets_max |
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32 self.bullet_types = bullet_types |
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33 self.item_types = item_types |
130 | 34 self.characters = characters |
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35 |
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36 self.players = [Player(player_state, characters[player_state.character]) for player_state in player_states] |
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37 self.enemies = [] |
106 | 38 self.bullets = [] |
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39 self.cancelled_bullets = [] |
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40 self.items = [] |
106 | 41 |
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42 self.stage = stage |
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43 self.rank = rank |
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44 self.difficulty = difficulty |
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45 self.boss = None |
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46 self.prng = Random() |
49
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47 self.frame = 0 |
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48 |
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49 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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50 'stg%denm2.anm' % stage)) |
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51 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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52 self.ecl_runner = ECLMainRunner(ecl, self) |
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53 |
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54 |
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55 def drop_bonus(self, x, y, _type): |
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56 player = self.players[0] #TODO |
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57 item_type = self.item_types[_type] |
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58 item = Item((x, y), item_type, self) |
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59 self.items.append(item) |
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60 |
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61 |
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62 def change_bullets_into_star_items(self): |
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63 player = self.players[0] #TODO |
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64 item_type = self.item_types[6] |
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65 self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets) |
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66 self.bullets = [] |
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67 |
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68 |
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69 def new_enemy(self, pos, life, instr_type, bonus_dropped): |
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70 enemy = Enemy(pos, life, instr_type, bonus_dropped, self.enm_anm_wrapper, self) |
97 | 71 self.enemies.append(enemy) |
72 return enemy | |
73 | |
74 | |
75 def run_iter(self, keystate): | |
76 # 1. VMs. | |
77 self.ecl_runner.run_iter() | |
78 | |
79 # 2. Filter out destroyed enemies | |
123 | 80 self.enemies = [enemy for enemy in self.enemies if not enemy._removed] |
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81 self.bullets = [bullet for bullet in self.bullets if not bullet._removed] |
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82 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] |
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83 self.items = [item for item in self.items if not item._removed] |
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84 |
97 | 85 # 3. Let's play! |
142
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86 #TODO: check update orders |
130 | 87 for player in self.players: |
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88 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 89 if player.state.x < 8.: |
90 player.state.x = 8. | |
91 if player.state.x > 384.-8: #TODO | |
92 player.state.x = 384.-8 | |
93 if player.state.y < 16.: | |
94 player.state.y = 16. | |
95 if player.state.y > 448.-16: #TODO | |
96 player.state.y = 448.-16 | |
97 | |
97 | 98 for enemy in self.enemies: |
99 enemy.update() | |
106 | 100 |
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101 for bullet in self.bullets: |
97 | 102 bullet.update() |
103 | |
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104 for bullet in self.cancelled_bullets: |
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105 bullet.update() |
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106 |
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107 for item in self.items: |
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108 item.update() |
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109 |
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110 # 4. Check for collisions! |
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111 #TODO |
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112 for player in self.players: |
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113 px, py = player.x, player.y |
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114 phalf_size = player.hitbox_half_size |
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115 px1, px2 = px - phalf_size, px + phalf_size |
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116 py1, py2 = py - phalf_size, py + phalf_size |
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117 |
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118 for bullet in self.bullets: |
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119 half_size = bullet.hitbox_half_size |
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120 bx, by = bullet.x, bullet.y |
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121 bx1, bx2 = bx - half_size, bx + half_size |
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122 by1, by2 = by - half_size, by + half_size |
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123 |
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124 if not (bx2 < px1 or bx1 > px2 |
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125 or by2 < py1 or by1 > py2): |
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126 bullet.collide() |
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127 player.collide() |
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128 |
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129 for enemy in self.enemies: |
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130 half_size_x, half_size_y = enemy.hitbox_half_size |
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131 bx, by = enemy.x, enemy.y |
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132 bx1, bx2 = bx - half_size_x, bx + half_size_x |
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133 by1, by2 = by - half_size_y, by + half_size_y |
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134 |
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135 if enemy.touchable and not (bx2 < px1 or bx1 > px2 |
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136 or by2 < py1 or by1 > py2): |
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137 enemy.collide() |
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138 player.collide() |
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139 |
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140 for item in self.items: |
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141 half_size = item.hitbox_half_size |
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142 bx, by = item.x, item.y |
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Add collisions with enemies and items.
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143 bx1, bx2 = bx - half_size, bx + half_size |
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Add collisions with enemies and items.
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144 by1, by2 = by - half_size, by + half_size |
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Add collisions with enemies and items.
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145 |
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146 if not (bx2 < px1 or bx1 > px2 |
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147 or by2 < py1 or by1 > py2): |
156
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Rename a few functions, move a few things around...
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148 player.collect(item) |
150
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Introduce items, implement ECL instruction 83
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149 |
142
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Simple collision detection
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150 # 5. Cleaning |
97 | 151 self.cleanup() |
152 | |
151
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153 self.frame += 1 |
97 | 154 |
155 | |
156 def cleanup(self): | |
157 # Filter out non-visible enemies | |
158 for enemy in tuple(self.enemies): | |
159 if enemy.is_visible(384, 448): #TODO | |
160 enemy._was_visible = True | |
161 elif enemy._was_visible: | |
162 # Filter out-of-screen enemy | |
163 enemy._removed = True | |
164 self.enemies.remove(enemy) | |
165 | |
166 # Filter out-of-scren bullets | |
167 # TODO: was_visible thing | |
151
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Merge GameState into Game. TODO: Merge PlayerState into Player
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168 self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)] |
161
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Add bullet cancel anim support
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169 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)] |
97 | 170 |
171 # Disable boss mode if it is dead/it has timeout | |
151
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172 if self.boss and self.boss._removed: |
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173 self.boss = None |
97 | 174 |