Mercurial > touhou
annotate pytouhou/game/player.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 | f3099ebf4f61 |
children | 56523a16db1d |
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 |
130 | 16 from pytouhou.game.sprite import Sprite |
17 from pytouhou.vm.anmrunner import ANMRunner | |
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18 from pytouhou.game.bullettype import BulletType |
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19 from pytouhou.game.bullet import Bullet |
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20 from pytouhou.game.lasertype import LaserType |
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21 from pytouhou.game.laser import PlayerLaser |
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22 |
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23 from math import pi |
130 | 24 |
25 | |
26 class PlayerState(object): | |
265
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27 def __init__(self, character=0, score=0, power=0, lives=2, bombs=3): |
130 | 28 self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... |
29 | |
30 self.score = score | |
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31 self.effective_score = score |
130 | 32 self.lives = lives |
33 self.bombs = bombs | |
34 self.power = power | |
35 | |
36 self.graze = 0 | |
37 self.points = 0 | |
38 | |
50
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39 self.x = 192.0 |
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40 self.y = 384.0 |
130 | 41 |
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42 self.invulnerable_time = 240 |
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43 self.touchable = True |
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44 self.focused = False |
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45 |
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46 self.power_bonus = 0 # Never goes over 30. |
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47 |
130 | 48 |
49 class Player(object): | |
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50 def __init__(self, state, game, anm_wrapper): |
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51 self._game = game |
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52 self.sprite = None |
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53 self.anmrunner = None |
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54 self.anm_wrapper = anm_wrapper |
130 | 55 |
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56 self.speeds = (self.sht.horizontal_vertical_speed, |
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57 self.sht.diagonal_speed, |
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58 self.sht.horizontal_vertical_focused_speed, |
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59 self.sht.diagonal_focused_speed) |
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60 |
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61 self.hitbox_half_size = self.sht.hitbox / 2. |
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62 self.graze_hitbox_half_size = self.sht.graze_hitbox / 2. |
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63 |
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64 self.fire_time = 0 |
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65 |
130 | 66 self.state = state |
67 self.direction = None | |
68 | |
69 self.set_anim(0) | |
70 | |
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71 self.death_time = 0 |
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72 |
130 | 73 |
74 @property | |
75 def x(self): | |
76 return self.state.x | |
77 | |
78 | |
79 @property | |
80 def y(self): | |
81 return self.state.y | |
82 | |
83 | |
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84 def objects(self): |
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85 return [] |
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86 |
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87 |
130 | 88 def set_anim(self, index): |
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89 self.sprite = Sprite() |
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90 self.anmrunner = ANMRunner(self.anm_wrapper, index, self.sprite) |
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91 self.anmrunner.run_frame() |
130 | 92 |
93 | |
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94 def collide(self): |
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95 if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death |
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96 self.death_time = self._game.frame |
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97 self._game.new_effect((self.state.x, self.state.y), 17) |
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98 self._game.modify_difficulty(-1600) |
190
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99 for i in range(16): |
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100 self._game.new_particle((self.state.x, self.state.y), 2, 4., 256) #TODO: find the real size and range. |
152
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101 |
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102 |
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103 def start_focusing(self): |
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104 self.state.focused = True |
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105 |
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106 |
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107 def stop_focusing(self): |
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108 self.state.focused = False |
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109 |
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110 |
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111 def fire(self): |
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112 sht = self.focused_sht if self.state.focused else self.sht |
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113 power = min(power for power in sht.shots if self.state.power < power) |
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114 |
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115 bullets = self._game.players_bullets |
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116 lasers = self._game.players_lasers |
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117 nb_bullets_max = self._game.nb_bullets_max |
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118 |
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119 for shot in sht.shots[power]: |
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120 origin = self.orbs[shot.orb - 1] if shot.orb else self.state |
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121 |
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122 if shot.type == 3: |
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123 if self.fire_time != 30: |
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124 continue |
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125 |
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126 number = shot.delay #TODO: number can do very surprising things, like removing any bullet creation from enemies with 3. For now, crash when not 0 or 1. |
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127 if lasers[number]: |
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128 continue |
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129 |
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130 laser_type = LaserType(self.anm_wrapper, shot.sprite % 256, 68) |
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131 lasers[number] = PlayerLaser(laser_type, 0, shot.hitbox, shot.damage, shot.angle, shot.speed, shot.interval, origin) |
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132 continue |
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133 |
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134 if (self.fire_time + shot.delay) % shot.interval != 0: |
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135 continue |
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136 |
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137 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
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138 break |
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139 |
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140 x = origin.x + shot.pos[0] |
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141 y = origin.y + shot.pos[1] |
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142 |
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143 #TODO: find a better way to do that. |
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144 bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, |
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145 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
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146 0, 0, 0, 0.) |
294
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147 #TODO: Type 1 (homing bullets) |
235
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148 if shot.type == 2: |
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149 #TODO: triple-check acceleration! |
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150 bullets.append(Bullet((x, y), bullet_type, 0, |
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151 shot.angle, shot.speed, |
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152 (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), |
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153 16, self, self._game, player_bullet=True, |
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154 damage=shot.damage, hitbox=shot.hitbox)) |
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155 else: |
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156 bullets.append(Bullet((x, y), bullet_type, 0, |
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157 shot.angle, shot.speed, |
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158 (0, 0, 0, 0, 0., 0., 0., 0.), |
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159 0, self, self._game, player_bullet=True, |
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160 damage=shot.damage, hitbox=shot.hitbox)) |
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161 |
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162 |
130 | 163 def update(self, keystate): |
172
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164 if self.death_time == 0 or self._game.frame - self.death_time > 60: |
220
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165 speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] |
172
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166 try: |
220
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167 dx, dy = {16: (0.0, -speed), 32: (0.0, speed), 64: (-speed, 0.0), 128: (speed, 0.0), |
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168 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), |
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169 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] |
172
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170 except KeyError: |
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171 dx, dy = 0.0, 0.0 |
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172 |
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173 if dx < 0 and self.direction != -1: |
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174 self.set_anim(1) |
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175 self.direction = -1 |
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176 elif dx > 0 and self.direction != +1: |
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177 self.set_anim(3) |
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178 self.direction = +1 |
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179 elif dx == 0 and self.direction is not None: |
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180 self.set_anim({-1: 2, +1: 4}[self.direction]) |
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181 self.direction = None |
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182 |
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183 self.state.x += dx |
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184 self.state.y += dy |
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185 |
199
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186 if not self.state.focused and keystate & 4: |
206
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187 self.start_focusing() |
199
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188 elif self.state.focused and not keystate & 4: |
206
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189 self.stop_focusing() |
199
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190 |
172
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191 if self.state.invulnerable_time > 0: |
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192 self.state.invulnerable_time -= 1 |
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193 |
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194 m = self.state.invulnerable_time % 8 |
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195 if m == 0: |
304
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196 self.sprite.color = (255, 255, 255) |
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197 self.sprite.changed = True |
172
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198 elif m == 2: |
304
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199 self.sprite.color = (64, 64, 64) |
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200 self.sprite.changed = True |
130 | 201 |
196
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202 if keystate & 1 and self.fire_time == 0: |
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203 self.fire_time = 30 |
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204 if self.fire_time > 0: |
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205 self.fire() |
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206 self.fire_time -= 1 |
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207 |
172
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208 if self.death_time: |
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changeset
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209 time = self._game.frame - self.death_time |
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changeset
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210 if time == 6: # too late, you are dead :( |
175
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Don’t collect the items you drop while dying…
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211 self.state.touchable = False |
184
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changeset
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212 self.state.lives -= 1 |
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181
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213 if self.state.power > 16: |
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changeset
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214 self.state.power -= 16 |
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215 else: |
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changeset
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216 self.state.power = 0 |
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217 |
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181
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218 self._game.drop_bonus(self.state.x, self.state.y, 2, |
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181
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changeset
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219 end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc |
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181
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changeset
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220 self._game.prng.rand_double() * 192 - 64)) # @0x41f3 |
172
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changeset
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221 for i in range(5): |
184
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changeset
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222 self._game.drop_bonus(self.state.x, self.state.y, 0, |
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changeset
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223 end_pos=(self._game.prng.rand_double() * 288 + 48, |
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224 self._game.prng.rand_double() * 192 - 64)) |
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225 |
172
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226 elif time == 7: |
304
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227 self.sprite.mirrored = False |
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228 self.sprite.blendfunc = 0 |
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229 self.sprite.rescale = 0.75, 1.5 |
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230 self.sprite.fade(26, 96, lambda x: x) |
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231 self.sprite.scale_in(26, 0.00, 2.5, lambda x: x) |
172
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232 |
211
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206
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changeset
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233 elif time == 32: |
225
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220
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234 self.state.x = float(self._game.width) / 2. #TODO |
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235 self.state.y = float(self._game.width) #TODO |
172
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236 self.direction = None |
130 | 237 |
304
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238 self.sprite = Sprite() |
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239 self.anmrunner = ANMRunner(self.anm_wrapper, 0, self.sprite) |
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240 self.sprite.alpha = 128 |
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241 self.sprite.rescale = 0.0, 2.5 |
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242 self.sprite.fade(30, 255, lambda x: x) |
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243 self.sprite.blendfunc = 1 |
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244 self.sprite.scale_in(30, 1., 1., lambda x: x) |
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245 self.anmrunner.run_frame() |
172
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246 |
211
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206
diff
changeset
|
247 elif time == 61: # respawned |
172
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changeset
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248 self.state.touchable = True |
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249 self.state.invulnerable_time = 240 |
304
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250 self.sprite.blendfunc = 0 |
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251 self.sprite.changed = True |
172
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|
252 |
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changeset
|
253 if time > 30: |
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changeset
|
254 for bullet in self._game.bullets: |
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|
255 bullet.cancel() |
274
f037bca24f2d
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265
diff
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|
256 for laser in self._game.lasers: |
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|
257 laser.cancel() |
172
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258 |
ea2ad94c33a0
Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
158
diff
changeset
|
259 if time > 90: # start the bullet hell again |
ea2ad94c33a0
Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
158
diff
changeset
|
260 self.death_time = 0 |
ea2ad94c33a0
Implement player death.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
158
diff
changeset
|
261 |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
303
diff
changeset
|
262 self.anmrunner.run_frame() |
130 | 263 |