Mercurial > touhou
annotate pytouhou/game/item.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 | e935ed8dc5e6 |
children | 13201d90bb22 |
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 math import cos, sin, atan2, pi |
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17 from copy import copy |
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18 |
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19 from pytouhou.utils.interpolator import Interpolator |
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20 |
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21 |
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22 class Indicator(object): |
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23 def __init__(self, item): |
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24 self._item = item |
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25 |
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26 self.sprite = copy(item._item_type.indicator_sprite) |
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27 self.removed = False |
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28 |
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29 self.frame = 0 |
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30 self.x = self._item.x |
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31 self.y = self.sprite.texcoords[2] / 2. |
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32 |
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33 |
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34 def update(self): |
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35 #TODO: alpha |
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36 self.x = self._item.x |
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37 self.frame += 1 |
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38 |
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39 |
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40 |
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41 class Item(object): |
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42 def __init__(self, start_pos, _type, item_type, game, angle=pi/2, player=None, end_pos=None): |
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43 self._game = game |
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44 self._type = _type |
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45 self._item_type = item_type |
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46 self.sprite = item_type.sprite |
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47 self.removed = False |
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48 |
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49 self.frame = 0 |
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50 self.x, self.y = start_pos |
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51 self.angle = angle |
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52 self.indicator = None |
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53 |
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54 if player: |
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55 self.autocollect(player) |
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56 else: |
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57 self.player = None |
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58 |
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59 if not player: |
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60 #TODO: find the formulae in the binary. |
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61 self.speed_interpolator = None |
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62 if end_pos: |
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63 self.pos_interpolator = Interpolator(start_pos, 0, |
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64 end_pos, 60) |
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65 else: |
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66 self.speed_interpolator = Interpolator((-2.,), 0, |
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67 (0.,), 60) |
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68 |
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69 self.sprite.angle = angle |
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70 |
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71 |
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72 def autocollect(self, player): |
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73 self.player = player |
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74 self.speed = player.sht.autocollection_speed |
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75 |
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76 |
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77 def on_collect(self, player): |
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78 player_state = player.state |
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79 old_power = player_state.power |
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80 score = 0 |
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81 |
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82 if self._type == 0 or self._type == 2: # power or big power |
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83 if old_power < 128: |
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84 player_state.power_bonus = 0 |
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85 score = 10 |
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86 player_state.power += (1 if self._type == 0 else 8) |
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87 if player_state.power > 128: |
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88 player_state.power = 128 |
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89 else: |
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90 bonus = player_state.power_bonus + (1 if self._type == 0 else 8) |
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91 if bonus > 30: |
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92 bonus = 30 |
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93 if bonus < 9: |
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94 score = (bonus + 1) * 10 |
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95 elif bonus < 18: |
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96 score = (bonus - 8) * 100 |
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97 elif bonus < 30: |
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98 score = (bonus - 17) * 1000 |
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99 elif bonus == 30: |
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100 score = 51200 |
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101 player_state.power_bonus = bonus |
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102 self._game.modify_difficulty(+1) |
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103 |
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104 elif self._type == 1: # point |
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105 player_state.points += 1 |
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106 poc = player.sht.point_of_collection |
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107 if player_state.y < poc: |
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108 score = 100000 |
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109 self._game.modify_difficulty(+30) |
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110 else: |
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111 #score = #TODO: find the formula. |
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112 self._game.modify_difficulty(+3) |
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113 |
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114 elif self._type == 3: # bomb |
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115 if player_state.bombs < 8: |
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116 player_state.bombs += 1 |
198
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117 self._game.modify_difficulty(+5) |
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118 |
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119 elif self._type == 4: # full power |
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120 score = 1000 |
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121 player_state.power = 128 |
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122 |
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123 elif self._type == 5: # 1up |
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124 if player_state.lives < 8: |
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125 player_state.lives += 1 |
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126 self._game.modify_difficulty(+200) |
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127 |
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128 elif self._type == 6: # star |
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129 score = 500 |
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130 |
264
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131 if old_power < 128 and player_state.power == 128: |
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132 #TODO: display “full power”. |
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133 self._game.change_bullets_into_star_items() |
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134 |
264
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135 if score > 0: |
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136 #TODO: display the score. |
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137 player_state.score += score |
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138 |
304
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139 self.removed = True |
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140 |
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141 |
150
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142 def update(self): |
153
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143 if self.frame == 60: |
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144 self.speed_interpolator = Interpolator((0.,), 60, |
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145 (3.,), 180) |
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146 |
150
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147 if self.player is not None: |
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148 self.angle = atan2(self.player.y - self.y, self.player.x - self.x) |
153
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149 self.x += cos(self.angle) * self.speed |
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150 self.y += sin(self.angle) * self.speed |
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151 elif self.speed_interpolator is None: |
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152 self.pos_interpolator.update(self.frame) |
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153 self.x, self.y = self.pos_interpolator.values |
150
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154 else: |
153
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155 self.speed_interpolator.update(self.frame) |
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156 self.speed, = self.speed_interpolator.values |
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157 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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158 self.x += dx |
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159 self.y += dy |
150
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160 |
315
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161 offscreen = self.y < -(self.sprite.texcoords[2] / 2.) |
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162 if offscreen: |
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163 self.indicator = self.indicator or Indicator(self) |
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164 else: |
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165 self.indicator = None |
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166 |
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167 if self.indicator: |
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168 self.indicator.update() |
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169 |
153
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170 self.frame += 1 |
150
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171 |