annotate pytouhou/game/enemymanager.py @ 76:f305c0e406d6

Handle all move_to_* ECL instructions.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 30 Aug 2011 17:12:08 -0700
parents b3bd421bb895
children ffe2c2b9912c
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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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16 from itertools import chain
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17 from io import BytesIO
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18 import os
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19 from struct import unpack, pack
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20 from pytouhou.utils.interpolator import Interpolator
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21 from pytouhou.vm.eclrunner import ECLRunner
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22 from pytouhou.vm.anmrunner import ANMRunner
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23 from pytouhou.game.sprite import Sprite
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24 from math import cos, sin, atan2
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25
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26
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27 class Enemy(object):
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28 def __init__(self, pos, life, _type, anm_wrapper):
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29 self._anm_wrapper = anm_wrapper
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30 self._sprite = None
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31 self._anmrunner = None
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32 self._removed = False
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33 self._type = _type
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34 self._was_visible = False
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35
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36 self.frame = 0
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37
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38 self.x, self.y = pos
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39 self.life = life
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40 self.max_life = life
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41 self.touchable = True
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42 self.damageable = True
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43 self.death_flags = 0
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44 self.pending_bullets = []
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45 self.bullet_attributes = None
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46 self.bullet_launch_offset = (0, 0)
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47 self.death_callback = None
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48 self.low_life_callback = None
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49 self.low_life_trigger = None
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50 self.timeout = None
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51 self.timeout_callback = None
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52 self.remaining_lives = -1
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53
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54 self.automatic_orientation = False
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55
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56 self.bullet_launch_interval = 0
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57 self.delay_attack = False
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58
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59 self.death_anim = None
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60 self.movement_dependant_sprites = None
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61 self.direction = None
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62 self.interpolator = None #TODO
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63 self.speed_interpolator = None
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64 self.angle = 0.
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65 self.speed = 0.
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66 self.rotation_speed = 0.
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67 self.acceleration = 0.
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68
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69 self.hitbox = (0, 0)
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70 self.screen_box = None
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73 def set_bullet_attributes(self, type_, bullet_anim, launch_anim,
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74 bullets_per_shot, number_of_shots, speed, unknown,
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75 launch_angle, angle, flags):
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76 self.bullet_attributes = (type_, bullet_anim, launch_anim, bullets_per_shot,
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77 number_of_shots, speed, unknown, launch_angle,
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78 angle, flags)
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79 if not self.delay_attack:
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80 self.fire()
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83 def fire(self):
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84 #TODO
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85 pass
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87
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88 def select_player(self, players):
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89 return players[0] #TODO
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91
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92 def get_player_angle(self, player):
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93 return atan2(player.y - self.y, player.x - self.x)
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95
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96 def set_anim(self, index):
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97 self._sprite = Sprite()
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98 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite)
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101 def set_pos(self, x, y, z):
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102 self.x, self.y = x, y
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103 self.interpolator = Interpolator((x, y))
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104 self.interpolator.set_interpolation_start(self.frame, (x, y))
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105
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106
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107 def move_to(self, duration, x, y, z, formula):
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108 if not self.interpolator:
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109 self.interpolator = Interpolator((self.x, self.y), formula)
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110 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y))
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111 self.interpolator.set_interpolation_end(self.frame + duration - 1, (x, y))
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112
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113 self.speed = 0.
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114 self.angle = atan2(y - self.y, x - self.x)
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115
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116
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117 def stop_in(self, duration, formula):
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118 if not self.speed_interpolator:
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119 self.speed_interpolator = Interpolator((self.speed,), formula)
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120 self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,))
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121 self.speed_interpolator.set_interpolation_end(self.frame + duration, (0.,))
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122
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123 self.speed = 0.
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124
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125
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126 def is_visible(self, screen_width, screen_height):
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127 if self._sprite:
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128 tx, ty, tw, th = self._sprite.texcoords
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129 if self._sprite.corner_relative_placement:
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130 raise Exception #TODO
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131 else:
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132 tx, ty, tw, th = 0., 0., 0., 0.
29
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diff changeset
133
73
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134 max_x = tw / 2.
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135 max_y = th / 2.
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136 min_x = -max_x
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137 min_y = -max_y
29
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diff changeset
138
56
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diff changeset
139 if any((min_x > screen_width - self.x,
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140 max_x < -self.x,
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141 min_y > screen_height - self.y,
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142 max_y < -self.y)):
23
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143 return False
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144 return True
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145
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146
36
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147 def get_objects_by_texture(self):
73
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148 if not self._sprite:
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149 return {}
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150
36
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151 objects_by_texture = {}
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diff changeset
152 key = self._sprite.anm.first_name, self._sprite.anm.secondary_name
72
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153 key = (key, self._sprite.blendfunc)
36
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154 if not key in objects_by_texture:
37
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155 objects_by_texture[key] = (0, [], [], [])
49
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156 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices)
36
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157 objects_by_texture[key][1].extend(vertices)
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158 objects_by_texture[key][2].extend(self._sprite._uvs)
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159 objects_by_texture[key][3].extend(self._sprite._colors)
36
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160 #TODO: effects/bullet launch
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161 return objects_by_texture
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162
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163
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164 def update(self):
21
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165 x, y = self.x, self.y
57
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166 if self.interpolator:
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167 self.interpolator.update(self.frame)
20
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168 x, y = self.interpolator.values
21
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169
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170 self.speed += self.acceleration #TODO: units? Execution order?
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171 self.angle += self.rotation_speed #TODO: units? Execution order?
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172
57
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173
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174 if self.speed_interpolator:
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diff changeset
175 self.speed_interpolator.update(self.frame)
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diff changeset
176 self.speed, = self.speed_interpolator.values
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177
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178
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179 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
49
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diff changeset
180 if self._type & 2:
21
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181 x -= dx
18
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182 else:
21
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183 x += dx
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184 y += dy
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diff changeset
185
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186 if self.movement_dependant_sprites:
57
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diff changeset
187 #TODO: is that really how it works? Almost.
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188 # Sprite determination is done only once per changement, and is
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diff changeset
189 # superseeded by ins_97.
62
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diff changeset
190 end_left, end_right, left, right = self.movement_dependant_sprites
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diff changeset
191 if x < self.x and self.direction != -1:
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diff changeset
192 self.set_anim(left)
22
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diff changeset
193 self.direction = -1
62
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diff changeset
194 elif x > self.x and self.direction != +1:
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diff changeset
195 self.set_anim(right)
22
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196 self.direction = +1
62
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diff changeset
197 elif x == self.x and self.direction is not None:
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diff changeset
198 self.set_anim({-1: end_left, +1: end_right}[self.direction])
22
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diff changeset
199 self.direction = None
21
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diff changeset
200
50
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diff changeset
201
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diff changeset
202 if self.screen_box:
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diff changeset
203 xmin, ymin, xmax, ymax = self.screen_box
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diff changeset
204 x = max(xmin, min(x, xmax))
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diff changeset
205 y = max(ymin, min(y, ymax))
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diff changeset
206
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diff changeset
207
21
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diff changeset
208 self.x, self.y = x, y
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diff changeset
209
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diff changeset
210 #TODO
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diff changeset
211 if self._anmrunner and not self._anmrunner.run_frame():
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diff changeset
212 self._anmrunner = None
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diff changeset
213
49
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diff changeset
214 if self._sprite:
69
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diff changeset
215 if self._sprite._removed:
49
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diff changeset
216 self._sprite = None
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diff changeset
217 else:
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diff changeset
218 self._sprite.update()
75
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diff changeset
219 if self._sprite._changed or self.automatic_orientation:
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diff changeset
220 angle_base = self.angle if self.automatic_orientation else 0.
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diff changeset
221 self._sprite.update_vertices_uvs_colors(angle_base=angle_base)
36
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diff changeset
222
18
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223 self.frame += 1
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224
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225
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226
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diff changeset
227 class EnemyManager(object):
49
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diff changeset
228 def __init__(self, stage, anm_wrapper, ecl, game_state):
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diff changeset
229 self._game_state = game_state
18
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230 self.stage = stage
21
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diff changeset
231 self.anm_wrapper = anm_wrapper
18
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diff changeset
232 self.main = []
23
444ac7bca7bc Refacto ECL stuff, add support for a few instructions, and add some culling
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diff changeset
233 self.ecl = ecl
18
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234 self.objects_by_texture = {}
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235 self.enemies = []
49
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diff changeset
236 self.processes = []
18
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237
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diff changeset
238 # Populate main
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diff changeset
239 for frame, sub, instr_type, args in ecl.main:
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240 if not self.main or self.main[-1][0] < frame:
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diff changeset
241 self.main.append((frame, [(sub, instr_type, args)]))
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242 elif self.main[-1][0] == frame:
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diff changeset
243 self.main[-1][1].append((sub, instr_type, args))
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244
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diff changeset
245
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diff changeset
246 def update(self, frame):
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diff changeset
247 if self.main and self.main[0][0] == frame:
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diff changeset
248 for sub, instr_type, args in self.main.pop(0)[1]:
20
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parents: 18
diff changeset
249 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy
18
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diff changeset
250 x, y, z, life, unknown1, unknown2, unknown3 = args
40
ce662b372ee0 HANDLE RANDOM PLACEMENT (main flag 4) with results identical to 102h.exe \o/ \o/ \o/
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parents: 37
diff changeset
251 if instr_type & 4:
50
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diff changeset
252 if x < -990: #102h.exe@0x411820
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diff changeset
253 x = self._game_state.prng.rand_double() * 368
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diff changeset
254 if y < -990: #102h.exe@0x41184b
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diff changeset
255 y = self._game_state.prng.rand_double() * 416
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diff changeset
256 if z < -990: #102h.exe@0x411881
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diff changeset
257 y = self._game_state.prng.rand_double() * 800
49
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258 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper)
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259 self.enemies.append(enemy)
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260 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state))
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261
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262
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263 # Run processes
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264 self.processes[:] = (process for process in self.processes if process.run_iteration())
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265
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266 # Filter of destroyed enemies
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267 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed)
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268
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269 # Update enemies
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270 for enemy in self.enemies:
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271 enemy.update()
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272
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273 # Filter out non-visible enemies
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274 visible_enemies = [enemy for enemy in self.enemies if enemy.is_visible(384, 448)] #TODO
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275 for enemy in visible_enemies:
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276 enemy._was_visible = True
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277
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278 # Filter out-of-screen enemies
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279 for enemy in tuple(self.enemies):
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280 if enemy._was_visible and not enemy in visible_enemies:
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281 enemy._removed = True
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282 self.enemies.remove(enemy)
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283
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284 #TODO: disable boss mode if it is dead/it has timeout
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285 if self._game_state.boss and self._game_state.boss._removed:
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286 self._game_state.boss = None
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287
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288 # Add enemies to vertices/uvs
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289 self.objects_by_texture = {}
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290 for enemy in visible_enemies:
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291 if enemy.is_visible(384, 448): #TODO
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292 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items():
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293 if not key in self.objects_by_texture:
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294 self.objects_by_texture[key] = (0, [], [], [])
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295 self.objects_by_texture[key][1].extend(vertices)
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296 self.objects_by_texture[key][2].extend(uvs)
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297 self.objects_by_texture[key][3].extend(colors)
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298 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items():
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299 nb_vertices = len(vertices)
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300 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
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301 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs))
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302 colors = pack('B' * (4 * nb_vertices), *chain(*colors))
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303 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
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304