Mercurial > touhou
annotate pytouhou/game/game.py @ 316:f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
The issue with instruction 96 was about death callbacks,
being executed on the caller of instruction 96 instead of the dying enemies.
This was introduced by changeset 5930b33a0370.
Additionnaly, ECL processes are now an attribute of the Enemy,
and death/timeout conditions are checked right after the ECL frame,
even if the ECL script has already ended, just like in the original game.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Thu, 29 Mar 2012 21:18:35 +0200 |
parents | 52d791bb7c32 |
children | 1a4ffdda8735 |
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 from pytouhou.utils.random import Random |
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16 |
97 | 17 from pytouhou.vm.eclrunner import ECLMainRunner |
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18 from pytouhou.vm.msgrunner import MSGRunner |
97 | 19 |
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20 from pytouhou.game.enemy import Enemy |
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21 from pytouhou.game.item import Item |
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22 from pytouhou.game.effect import Effect |
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23 from pytouhou.game.effect import Particle |
97 | 24 |
25 | |
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26 |
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27 class Game(object): |
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28 def __init__(self, resource_loader, players, stage, rank, difficulty, |
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29 bullet_types, laser_types, item_types, |
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30 nb_bullets_max=None, width=384, height=448, prng=None, interface=None): |
97 | 31 self.resource_loader = resource_loader |
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32 |
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33 self.width, self.height = width, height |
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34 |
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35 self.nb_bullets_max = nb_bullets_max |
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36 self.bullet_types = bullet_types |
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37 self.laser_types = laser_types |
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38 self.item_types = item_types |
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39 |
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40 self.players = players |
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41 self.enemies = [] |
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42 self.effects = [] |
106 | 43 self.bullets = [] |
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44 self.lasers = [] |
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45 self.cancelled_bullets = [] |
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46 self.players_bullets = [] |
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47 self.players_lasers = [None, None] |
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48 self.items = [] |
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49 self.interface = interface |
106 | 50 |
49
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51 self.stage = stage |
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52 self.rank = rank |
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53 self.difficulty = difficulty |
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54 self.difficulty_counter = 0 |
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55 self.difficulty_min = 12 if rank == 0 else 10 |
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56 self.difficulty_max = 20 if rank == 0 else 32 |
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57 self.boss = None |
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58 self.spellcard = None |
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59 self.time_stop = False |
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60 self.msg_runner = None |
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61 self.msg_wait = False |
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62 self.bonus_list = [0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, |
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63 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 2] |
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64 self.prng = prng or Random() |
49
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65 self.frame = 0 |
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66 |
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67 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, |
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68 'stg%denm2.anm' % stage)) |
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69 self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) |
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70 ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) |
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71 self.ecl_runner = ECLMainRunner(ecl, self) |
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72 |
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73 self.spellcard_effect_anm_wrapper = resource_loader.get_anm_wrapper(('eff0%d.anm' % stage,)) |
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74 self.spellcard_effect = None |
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75 |
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76 # See 102h.exe@0x413220 if you think you're brave enough. |
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77 self.deaths_count = self.prng.rand_uint16() % 3 |
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78 self.next_bonus = self.prng.rand_uint16() % 8 |
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79 |
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80 self.last_keystate = 0 |
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81 |
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82 |
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83 def msg_sprites(self): |
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84 return [] |
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85 |
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86 |
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87 def lasers_sprites(self): |
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88 return [laser for laser in self.players_lasers if laser] |
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89 |
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90 |
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91 def modify_difficulty(self, diff): |
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92 self.difficulty_counter += diff |
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93 while self.difficulty_counter < 0: |
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94 self.difficulty -= 1 |
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95 self.difficulty_counter += 100 |
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96 while self.difficulty_counter >= 100: |
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97 self.difficulty += 1 |
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98 self.difficulty_counter -= 100 |
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99 if self.difficulty < self.difficulty_min: |
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100 self.difficulty = self.difficulty_min |
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101 elif self.difficulty > self.difficulty_max: |
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102 self.difficulty = self.difficulty_max |
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103 |
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104 |
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105 def enable_spellcard_effect(self): |
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106 self.spellcard_effect = Effect((-32., -16.), 0, |
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107 self.spellcard_effect_anm_wrapper) #TODO: find why this offset is necessary. |
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108 self.spellcard_effect.sprite.allow_dest_offset = True #TODO: should be the role of anm’s 25th instruction. Investigate! |
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109 |
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110 |
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111 def disable_spellcard_effect(self): |
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112 self.spellcard_effect = None |
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113 |
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114 |
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115 def drop_bonus(self, x, y, _type, end_pos=None): |
153
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116 player = self.players[0] #TODO |
165
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117 if _type > 6: |
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118 return |
303
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Add score/effective_score distinction and prepare for highscore handling.
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119 if len(self.items) >= self.nb_bullets_max: |
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120 return #TODO: check |
153
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121 item_type = self.item_types[_type] |
197
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122 item = Item((x, y), _type, item_type, self, end_pos=end_pos) |
153
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123 self.items.append(item) |
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|
124 |
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diff
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|
125 |
208
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|
126 def autocollect(self, player): |
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127 for item in self.items: |
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128 if not item.player: |
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129 item.autocollect(player) |
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130 |
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|
131 |
150
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132 def change_bullets_into_star_items(self): |
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133 player = self.players[0] #TODO |
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diff
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134 item_type = self.item_types[6] |
274
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diff
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135 self.items.extend(Item((bullet.x, bullet.y), 6, item_type, self, player=player) |
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|
136 for bullet in self.bullets) |
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|
137 for laser in self.lasers: |
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|
138 self.items.extend(Item(pos, 6, item_type, self, player=player) |
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139 for pos in laser.get_bullets_pos()) |
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140 laser.cancel() |
150
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diff
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|
141 self.bullets = [] |
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|
142 |
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diff
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|
143 |
248
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diff
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144 def new_effect(self, pos, anim, anm_wrapper=None): |
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145 self.effects.append(Effect(pos, anim, anm_wrapper or self.etama4)) |
181
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180
diff
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146 |
184196480f59
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180
diff
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147 |
193
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148 def new_particle(self, pos, color, size, amp): |
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|
149 self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, amp, self)) |
173
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172
diff
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150 |
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172
diff
changeset
|
151 |
171
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166
diff
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|
152 def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score): |
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diff
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|
153 enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self) |
97 | 154 self.enemies.append(enemy) |
155 return enemy | |
156 | |
157 | |
286
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|
158 def new_msg(self, sub): |
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|
159 self.msg_runner = MSGRunner(self.msg, sub, self) |
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|
160 self.msg_runner.run_iteration() |
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|
161 |
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|
162 |
97 | 163 def run_iter(self, keystate): |
164 # 1. VMs. | |
165 self.ecl_runner.run_iter() | |
316
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diff
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|
166 |
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diff
changeset
|
167 # 2. Modify difficulty |
198
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197
diff
changeset
|
168 if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame. |
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197
diff
changeset
|
169 self.modify_difficulty(+100) |
97 | 170 |
316
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diff
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|
171 # 3. Filter out destroyed enemies |
304
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303
diff
changeset
|
172 self.enemies = [enemy for enemy in self.enemies if not enemy.removed] |
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diff
changeset
|
173 self.effects = [effect for effect in self.effects if not effect.removed] |
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303
diff
changeset
|
174 self.bullets = [bullet for bullet in self.bullets if not bullet.removed] |
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303
diff
changeset
|
175 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet.removed] |
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303
diff
changeset
|
176 self.items = [item for item in self.items if not item.removed] |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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parents:
52
diff
changeset
|
177 |
193
9f58e2a6e950
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Thibaut Girka <thib@sitedethib.com>
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192
diff
changeset
|
178 |
316
f0be7ea62330
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306
diff
changeset
|
179 # 4. Let's play! |
193
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192
diff
changeset
|
180 # In the original game, updates are done in prioritized functions called "chains" |
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192
diff
changeset
|
181 # We have to mimic this functionnality to be replay-compatible with the official game. |
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192
diff
changeset
|
182 |
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192
diff
changeset
|
183 # Pri 6 is background |
306
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305
diff
changeset
|
184 self.update_background() #TODO: Pri unknown |
286
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274
diff
changeset
|
185 if self.msg_runner: |
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274
diff
changeset
|
186 self.update_msg(keystate) # Pri ? |
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274
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changeset
|
187 keystate &= ~3 # Remove the ability to attack (keystates 1 and 2). |
193
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192
diff
changeset
|
188 self.update_players(keystate) # Pri 7 |
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192
diff
changeset
|
189 self.update_enemies() # Pri 9 |
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192
diff
changeset
|
190 self.update_effects() # Pri 10 |
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parents:
192
diff
changeset
|
191 self.update_bullets() # Pri 11 |
274
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259
diff
changeset
|
192 for laser in self.lasers: #TODO: what priority is it? |
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259
diff
changeset
|
193 laser.update() |
300
da53bc29b94a
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299
diff
changeset
|
194 self.interface.update() # Pri 12 |
193
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Thibaut Girka <thib@sitedethib.com>
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192
diff
changeset
|
195 |
316
f0be7ea62330
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306
diff
changeset
|
196 # 5. Clean up |
193
9f58e2a6e950
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192
diff
changeset
|
197 self.cleanup() |
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192
diff
changeset
|
198 |
9f58e2a6e950
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192
diff
changeset
|
199 self.frame += 1 |
9f58e2a6e950
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Thibaut Girka <thib@sitedethib.com>
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192
diff
changeset
|
200 |
9f58e2a6e950
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parents:
192
diff
changeset
|
201 |
306
52d791bb7c32
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parents:
305
diff
changeset
|
202 def update_background(self): |
299
e04e402e6380
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parents:
294
diff
changeset
|
203 if self.time_stop: |
e04e402e6380
Implemented Sakuya's time stop.
Elias Boutaleb <kagekyio@gmail.com>
parents:
294
diff
changeset
|
204 return None |
306
52d791bb7c32
Rename a few attributes/methods to make a little more sense.
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parents:
305
diff
changeset
|
205 if self.spellcard_effect is not None: |
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diff
changeset
|
206 self.spellcard_effect.update() |
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diff
changeset
|
207 #TODO: update the actual background here? |
217
577f45454402
Change background during spellcards.
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parents:
208
diff
changeset
|
208 |
577f45454402
Change background during spellcards.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
208
diff
changeset
|
209 |
193
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
210 def update_enemies(self): |
9f58e2a6e950
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192
diff
changeset
|
211 for enemy in self.enemies: |
9f58e2a6e950
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192
diff
changeset
|
212 enemy.update() |
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192
diff
changeset
|
213 |
9f58e2a6e950
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Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
214 |
286
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274
diff
changeset
|
215 def update_msg(self, keystate): |
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changeset
|
216 if keystate & 1 and not self.last_keystate & 1: |
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changeset
|
217 self.msg_runner.skip() |
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changeset
|
218 if keystate & 256 and self.msg_runner.allow_skip: |
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changeset
|
219 self.msg_runner.skip() |
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changeset
|
220 self.last_keystate = keystate |
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changeset
|
221 self.msg_runner.run_iteration() |
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274
diff
changeset
|
222 |
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274
diff
changeset
|
223 |
193
9f58e2a6e950
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Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
224 def update_players(self, keystate): |
299
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parents:
294
diff
changeset
|
225 if self.time_stop: |
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parents:
294
diff
changeset
|
226 return None |
130 | 227 for player in self.players: |
142
c7f0fd9d2145
Simple collision detection
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parents:
134
diff
changeset
|
228 player.update(keystate) #TODO: differentiate keystates (multiplayer mode) |
130 | 229 if player.state.x < 8.: |
230 player.state.x = 8. | |
225
2d35565b5608
Move game size in the game's definition, and don't keep changing the window's size.
Thibaut Girka <thib@sitedethib.com>
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220
diff
changeset
|
231 if player.state.x > self.width - 8: |
2d35565b5608
Move game size in the game's definition, and don't keep changing the window's size.
Thibaut Girka <thib@sitedethib.com>
parents:
220
diff
changeset
|
232 player.state.x = self.width - 8 |
130 | 233 if player.state.y < 16.: |
234 player.state.y = 16. | |
225
2d35565b5608
Move game size in the game's definition, and don't keep changing the window's size.
Thibaut Girka <thib@sitedethib.com>
parents:
220
diff
changeset
|
235 if player.state.y > self.height - 16: |
2d35565b5608
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Thibaut Girka <thib@sitedethib.com>
parents:
220
diff
changeset
|
236 player.state.y = self.height -16 |
130 | 237 |
193
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
238 for bullet in self.players_bullets: |
97 | 239 bullet.update() |
240 | |
303
647bde10353d
Add score/effective_score distinction and prepare for highscore handling.
Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
241 #XXX: Why 78910? Is it really the right value? |
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Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
242 player.state.effective_score = min(player.state.effective_score + 78910, |
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parents:
300
diff
changeset
|
243 player.state.score) |
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parents:
300
diff
changeset
|
244 #TODO: give extra lives to the player |
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Thibaut Girka <thib@sitedethib.com>
parents:
300
diff
changeset
|
245 |
193
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
246 |
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
247 def update_effects(self): |
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Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
248 for effect in self.effects: |
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Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
249 effect.update() |
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Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
250 |
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
251 |
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
252 def update_bullets(self): |
299
e04e402e6380
Implemented Sakuya's time stop.
Elias Boutaleb <kagekyio@gmail.com>
parents:
294
diff
changeset
|
253 if self.time_stop: |
e04e402e6380
Implemented Sakuya's time stop.
Elias Boutaleb <kagekyio@gmail.com>
parents:
294
diff
changeset
|
254 return None |
161
7e7368356445
Add bullet cancel anim support
Thibaut Girka <thib@sitedethib.com>
parents:
159
diff
changeset
|
255 for bullet in self.cancelled_bullets: |
7e7368356445
Add bullet cancel anim support
Thibaut Girka <thib@sitedethib.com>
parents:
159
diff
changeset
|
256 bullet.update() |
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parents:
159
diff
changeset
|
257 |
193
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
258 for bullet in self.bullets: |
164
5271789c067d
Implement player bullets rendering and updating.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
161
diff
changeset
|
259 bullet.update() |
5271789c067d
Implement player bullets rendering and updating.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
161
diff
changeset
|
260 |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
293
diff
changeset
|
261 for laser in self.players_lasers: |
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
293
diff
changeset
|
262 if laser: |
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Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
293
diff
changeset
|
263 laser.update() |
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Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
293
diff
changeset
|
264 |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
150
diff
changeset
|
265 for item in self.items: |
150
4f46717390aa
Introduce items, implement ECL instruction 83
Thibaut Girka <thib@sitedethib.com>
parents:
143
diff
changeset
|
266 item.update() |
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parents:
143
diff
changeset
|
267 |
142
c7f0fd9d2145
Simple collision detection
Thibaut Girka <thib@sitedethib.com>
parents:
134
diff
changeset
|
268 for player in self.players: |
172
ea2ad94c33a0
Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
171
diff
changeset
|
269 if not player.state.touchable: |
ea2ad94c33a0
Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
171
diff
changeset
|
270 continue |
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parents:
171
diff
changeset
|
271 |
142
c7f0fd9d2145
Simple collision detection
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parents:
134
diff
changeset
|
272 px, py = player.x, player.y |
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parents:
134
diff
changeset
|
273 phalf_size = player.hitbox_half_size |
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parents:
134
diff
changeset
|
274 px1, px2 = px - phalf_size, px + phalf_size |
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parents:
134
diff
changeset
|
275 py1, py2 = py - phalf_size, py + phalf_size |
152
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
276 |
176
80a4c7ed43b3
Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
173
diff
changeset
|
277 ghalf_size = player.graze_hitbox_half_size |
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173
diff
changeset
|
278 gx1, gx2 = px - ghalf_size, px + ghalf_size |
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parents:
173
diff
changeset
|
279 gy1, gy2 = py - ghalf_size, py + ghalf_size |
80a4c7ed43b3
Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
173
diff
changeset
|
280 |
293
ab618c2bbce8
Implement laser collision.
Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
281 for laser in self.lasers: |
ab618c2bbce8
Implement laser collision.
Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
282 if laser.check_collision((px, py)): |
ab618c2bbce8
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Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
283 if player.state.invulnerable_time == 0: |
ab618c2bbce8
Implement laser collision.
Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
284 player.collide() |
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Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
285 elif laser.check_grazing((px, py)): |
ab618c2bbce8
Implement laser collision.
Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
286 player.state.graze += 1 #TODO |
ab618c2bbce8
Implement laser collision.
Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
287 player.state.score += 500 #TODO |
ab618c2bbce8
Implement laser collision.
Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
288 self.modify_difficulty(+6) #TODO |
ab618c2bbce8
Implement laser collision.
Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
289 self.new_particle((px, py), 0, .8, 192) #TODO |
ab618c2bbce8
Implement laser collision.
Thibaut Girka <thib@sitedethib.com>
parents:
290
diff
changeset
|
290 |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
150
diff
changeset
|
291 for bullet in self.bullets: |
142
c7f0fd9d2145
Simple collision detection
Thibaut Girka <thib@sitedethib.com>
parents:
134
diff
changeset
|
292 half_size = bullet.hitbox_half_size |
c7f0fd9d2145
Simple collision detection
Thibaut Girka <thib@sitedethib.com>
parents:
134
diff
changeset
|
293 bx, by = bullet.x, bullet.y |
220
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
217
diff
changeset
|
294 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
217
diff
changeset
|
295 by1, by2 = by - half_size[1], by + half_size[1] |
142
c7f0fd9d2145
Simple collision detection
Thibaut Girka <thib@sitedethib.com>
parents:
134
diff
changeset
|
296 |
c7f0fd9d2145
Simple collision detection
Thibaut Girka <thib@sitedethib.com>
parents:
134
diff
changeset
|
297 if not (bx2 < px1 or bx1 > px2 |
c7f0fd9d2145
Simple collision detection
Thibaut Girka <thib@sitedethib.com>
parents:
134
diff
changeset
|
298 or by2 < py1 or by1 > py2): |
156
ebfd328e700c
Rename a few functions, move a few things around...
Thibaut Girka <thib@sitedethib.com>
parents:
154
diff
changeset
|
299 bullet.collide() |
172
ea2ad94c33a0
Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
171
diff
changeset
|
300 if player.state.invulnerable_time == 0: |
ea2ad94c33a0
Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
171
diff
changeset
|
301 player.collide() |
152
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
302 |
181
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
180
diff
changeset
|
303 elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2 |
176
80a4c7ed43b3
Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
173
diff
changeset
|
304 or by2 < gy1 or by1 > gy2): |
181
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
180
diff
changeset
|
305 bullet.grazed = True |
184
54eb6b254b7b
When touched, drop the items at the right place, and add precisions about particles.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
181
diff
changeset
|
306 player.state.graze += 1 |
181
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
180
diff
changeset
|
307 player.state.score += 500 # found experimentally |
198
13918723d1bc
Modify difficulty when it has to.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
197
diff
changeset
|
308 self.modify_difficulty(+6) |
193
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
Thibaut Girka <thib@sitedethib.com>
parents:
192
diff
changeset
|
309 self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range. |
181
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
180
diff
changeset
|
310 #TODO: display a static particle during one frame at |
184196480f59
Don’t use the useless eff00.anm and implement particles (grazing, death, and more).
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
180
diff
changeset
|
311 # 12 pixels of the player, in the axis of the “collision”. |
176
80a4c7ed43b3
Add grazing check.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
173
diff
changeset
|
312 |
208
d07506a2e16e
Implement autocollection of items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
203
diff
changeset
|
313 #TODO: is it the right place? |
d07506a2e16e
Implement autocollection of items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
203
diff
changeset
|
314 if py < 128 and player.state.power >= 128: #TODO: check py. |
d07506a2e16e
Implement autocollection of items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
203
diff
changeset
|
315 self.autocollect(player) |
d07506a2e16e
Implement autocollection of items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
203
diff
changeset
|
316 |
229
5afc75f71fed
Add “SHT” support to EoSD, and do a little cleanup.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
227
diff
changeset
|
317 half_size = player.sht.item_hitbox / 2. |
152
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
318 for item in self.items: |
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
319 bx, by = item.x, item.y |
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
320 bx1, bx2 = bx - half_size, bx + half_size |
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
321 by1, by2 = by - half_size, by + half_size |
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
322 |
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
323 if not (bx2 < px1 or bx1 > px2 |
86807b8a63bd
Add collisions with enemies and items.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
151
diff
changeset
|
324 or by2 < py1 or by1 > py2): |
220
0595315d3880
Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
217
diff
changeset
|
325 item.on_collect(player) |
150
4f46717390aa
Introduce items, implement ECL instruction 83
Thibaut Girka <thib@sitedethib.com>
parents:
143
diff
changeset
|
326 |
97 | 327 |
328 def cleanup(self): | |
329 # Filter out non-visible enemies | |
255
a0d6b1915591
Fix bullet removal condition.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
330 for enemy in self.enemies: |
225
2d35565b5608
Move game size in the game's definition, and don't keep changing the window's size.
Thibaut Girka <thib@sitedethib.com>
parents:
220
diff
changeset
|
331 if enemy.is_visible(self.width, self.height): |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
332 enemy.was_visible = True |
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
333 elif enemy.was_visible: |
97 | 334 # Filter out-of-screen enemy |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
335 enemy.removed = True |
255
a0d6b1915591
Fix bullet removal condition.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
336 |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
337 self.enemies = [enemy for enemy in self.enemies if not enemy.removed] |
97 | 338 |
339 # Filter out-of-scren bullets | |
225
2d35565b5608
Move game size in the game's definition, and don't keep changing the window's size.
Thibaut Girka <thib@sitedethib.com>
parents:
220
diff
changeset
|
340 self.bullets = [bullet for bullet in self.bullets |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
341 if not bullet.removed] |
255
a0d6b1915591
Fix bullet removal condition.
Thibaut Girka <thib@sitedethib.com>
parents:
248
diff
changeset
|
342 self.players_bullets = [bullet for bullet in self.players_bullets |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
343 if not bullet.removed] |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
293
diff
changeset
|
344 for i, laser in enumerate(self.players_lasers): |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
345 if laser and laser.removed: |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
293
diff
changeset
|
346 self.players_lasers[i] = None |
225
2d35565b5608
Move game size in the game's definition, and don't keep changing the window's size.
Thibaut Girka <thib@sitedethib.com>
parents:
220
diff
changeset
|
347 self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
348 if not bullet.removed] |
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
349 self.effects = [effect for effect in self.effects if not effect.removed] |
97 | 350 |
274
f037bca24f2d
Partially implement lasers.
Thibaut Girka <thib@sitedethib.com>
parents:
259
diff
changeset
|
351 # Filter “timed-out” lasers |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
352 self.lasers = [laser for laser in self.lasers if not laser.removed] |
274
f037bca24f2d
Partially implement lasers.
Thibaut Girka <thib@sitedethib.com>
parents:
259
diff
changeset
|
353 |
165
c8c60291c56f
Implement item dropping by enemies.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
164
diff
changeset
|
354 # Filter out-of-scren items |
198
13918723d1bc
Modify difficulty when it has to.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
197
diff
changeset
|
355 items = [] |
13918723d1bc
Modify difficulty when it has to.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
197
diff
changeset
|
356 for item in self.items: |
300
da53bc29b94a
Add the game interface.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
299
diff
changeset
|
357 if item.y < self.height: |
198
13918723d1bc
Modify difficulty when it has to.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
197
diff
changeset
|
358 items.append(item) |
13918723d1bc
Modify difficulty when it has to.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
197
diff
changeset
|
359 else: |
13918723d1bc
Modify difficulty when it has to.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
197
diff
changeset
|
360 self.modify_difficulty(-3) |
13918723d1bc
Modify difficulty when it has to.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
197
diff
changeset
|
361 self.items = items |
165
c8c60291c56f
Implement item dropping by enemies.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
164
diff
changeset
|
362 |
97 | 363 # Disable boss mode if it is dead/it has timeout |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
364 if self.boss and self.boss._enemy.removed: |
151
5cf927cbd9c5
Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents:
150
diff
changeset
|
365 self.boss = None |
97 | 366 |