annotate pytouhou/games/eosd.py @ 274:f037bca24f2d

Partially implement lasers. “Launch animations”/“energy circles” are missing, aswell as collision and grazing.
author Thibaut Girka <thib@sitedethib.com>
date Sun, 05 Feb 2012 23:41:55 +0100
parents 8fa660da5f0c
children 4838e9bab0f9
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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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
206
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15 from pytouhou.utils.interpolator import Interpolator
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16
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17 from pytouhou.game.game import Game
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18 from pytouhou.game.bullettype import BulletType
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19 from pytouhou.game.lasertype import LaserType
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20 from pytouhou.game.itemtype import ItemType
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21 from pytouhou.game.player import Player
199
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22 from pytouhou.game.orb import Orb
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23
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24 from math import pi
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25
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26
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27 SQ2 = 2. ** 0.5 / 2.
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28
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29
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30 class EoSDGame(Game):
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31 def __init__(self, resource_loader, player_states, stage, rank, difficulty,
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32 bullet_types=None, laser_types=None, item_types=None,
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33 nb_bullets_max=640, width=384, height=448, prng=None):
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34
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35 if not bullet_types:
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36 etama3 = resource_loader.get_anm_wrapper(('etama3.anm',))
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37 etama4 = resource_loader.get_anm_wrapper(('etama4.anm',))
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38 bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4),
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39 BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6),
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40 BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4),
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41 BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6),
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42 BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5),
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43 BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4),
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44 BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16),
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45 BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11),
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46 BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9),
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47 BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)]
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48
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49 if not laser_types:
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50 laser_types = [LaserType(etama3, 9),
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51 LaserType(etama3, 10)]
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52
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53 if not item_types:
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54 item_types = [ItemType(etama3, 0, 7), #Power
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55 ItemType(etama3, 1, 8), #Point
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56 ItemType(etama3, 2, 9), #Big power
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57 ItemType(etama3, 3, 10), #Bomb
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58 ItemType(etama3, 4, 11), #Full power
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59 ItemType(etama3, 5, 12), #1up
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60 ItemType(etama3, 6, 13)] #Star
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61
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62 characters = resource_loader.get_eosd_characters()
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63 players = [EoSDPlayer(state, self, resource_loader, characters[state.character]) for state in player_states]
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64
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65 Game.__init__(self, resource_loader, players, stage, rank, difficulty,
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66 bullet_types, laser_types, item_types, nb_bullets_max,
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67 width, height, prng)
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68
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69
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70
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71 class EoSDPlayer(Player):
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72 def __init__(self, state, game, resource_loader, character):
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73 self.sht = character[0]
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74 self.focused_sht = character[1]
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75 anm_wrapper = resource_loader.get_anm_wrapper(('player0%d.anm' % (state.character // 2),))
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76 self.anm_wrapper = anm_wrapper
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77
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78 Player.__init__(self, state, game, anm_wrapper)
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79
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80 self.orbs = [Orb(self.anm_wrapper, 128, self.state, None),
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81 Orb(self.anm_wrapper, 129, self.state, None)]
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82
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83 self.orbs[0].offset_x = -24
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84 self.orbs[1].offset_x = 24
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85
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86 self.orb_dx_interpolator = None
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87 self.orb_dy_interpolator = None
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88
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89
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90 def start_focusing(self):
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91 self.orb_dx_interpolator = Interpolator((24,), self._game.frame,
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92 (8,), self._game.frame + 8,
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93 lambda x: x ** 2)
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94 self.orb_dy_interpolator = Interpolator((0,), self._game.frame,
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95 (-32,), self._game.frame + 8)
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96 self.state.focused = True
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97
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98
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99 def stop_focusing(self):
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100 self.orb_dx_interpolator = Interpolator((8,), self._game.frame,
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101 (24,), self._game.frame + 8,
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102 lambda x: x ** 2)
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103 self.orb_dy_interpolator = Interpolator((-32,), self._game.frame,
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104 (0,), self._game.frame + 8)
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105 self.state.focused = False
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106
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107
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108 def objects(self):
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109 return self.orbs if self.state.power >= 8 else []
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110
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111
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112 def update(self, keystate):
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113 Player.update(self, keystate)
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114
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115 if self.death_time == 0 or self._game.frame - self.death_time > 60:
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116 if self.orb_dx_interpolator:
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117 self.orb_dx_interpolator.update(self._game.frame)
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118 dx, = self.orb_dx_interpolator.values
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119 self.orbs[0].offset_x = -dx
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120 self.orbs[1].offset_x = dx
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121 if self.orb_dy_interpolator:
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122 self.orb_dy_interpolator.update(self._game.frame)
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123 dy, = self.orb_dy_interpolator.values
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124 self.orbs[0].offset_y = dy
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125 self.orbs[1].offset_y = dy
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126
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127 for orb in self.orbs:
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128 orb.update()
eca53abdfeab Fix ReimuA, and refactor Player a bit.
Thibaut Girka <thib@sitedethib.com>
parents: 200
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129