Mercurial > touhou
annotate pytouhou/game/enemy.py @ 291:f6b8483a990d
Refactor a bit and fix Rumia's disparition.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Wed, 15 Feb 2012 19:20:06 +0100 |
parents | dbb1a86c0235 |
children | 94c636f8f863 |
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 pytouhou.utils.interpolator import Interpolator |
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17 from pytouhou.vm.anmrunner import ANMRunner |
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18 from pytouhou.game.sprite import Sprite |
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19 from pytouhou.game.bullet import Bullet |
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20 from pytouhou.game.laser import Laser |
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21 from pytouhou.game.effect import Effect |
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22 from math import cos, sin, atan2, pi |
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23 |
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24 |
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25 class Enemy(object): |
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26 def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game): |
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27 self._game = game |
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28 self._anm_wrapper = anm_wrapper |
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29 self._sprite = None |
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30 self._anmrunner = None |
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31 self._removed = False |
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32 self._visible = True |
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33 self._type = _type |
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34 self._bonus_dropped = bonus_dropped |
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35 self._die_score = die_score #TODO: use it |
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36 self._was_visible = False |
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37 |
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38 self.frame = 0 |
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39 |
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40 self.x, self.y, self.z = pos |
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41 self.life = 1 if life < 0 else life |
36 | 42 self.max_life = life |
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43 self.touchable = True |
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44 self.collidable = True |
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45 self.damageable = True |
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46 self.death_flags = 0 |
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47 self.boss = False |
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48 self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) |
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49 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) |
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50 self.current_laser_id = 0 |
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51 self.laser_by_id = {} |
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52 self.bullet_attributes = None |
36 | 53 self.bullet_launch_offset = (0, 0) |
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54 self.death_callback = -1 |
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55 self.boss_callback = None |
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56 self.low_life_callback = -1 |
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57 self.low_life_trigger = None |
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58 self.timeout = -1 |
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59 self.timeout_callback = -1 |
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60 self.remaining_lives = -1 |
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61 |
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62 self.automatic_orientation = False |
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63 |
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64 self.bullet_launch_interval = 0 |
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65 self.bullet_launch_timer = 0 |
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66 self.delay_attack = False |
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67 |
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68 self.death_anim = 0 |
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69 self.movement_dependant_sprites = None |
22 | 70 self.direction = None |
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71 self.interpolator = None #TODO |
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72 self.speed_interpolator = None |
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73 self.update_mode = 0 |
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74 self.angle = 0. |
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75 self.speed = 0. |
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76 self.rotation_speed = 0. |
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77 self.acceleration = 0. |
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78 |
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79 self.hitbox = (0, 0) |
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80 self.hitbox_half_size = (0, 0) |
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81 self.screen_box = None |
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82 |
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83 self.aux_anm = 8 * [None] |
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84 |
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85 |
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86 def objects(self): |
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87 return [anm for anm in self.aux_anm if anm] |
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88 |
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89 |
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90 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, |
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91 bullets_per_shot, number_of_shots, speed, speed2, |
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92 launch_angle, angle, flags): |
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93 |
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94 # Apply difficulty-specific modifiers |
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95 speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs |
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96 diff_coeff = self._game.difficulty / 32. |
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97 |
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98 speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff |
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99 speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. |
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100 bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) |
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101 number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) |
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102 |
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103 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, |
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104 number_of_shots, speed, speed2, launch_angle, |
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105 angle, flags) |
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106 if not self.delay_attack: |
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107 self.fire() |
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108 |
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109 |
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110 def set_bullet_launch_interval(self, value, start=0.): |
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111 # Apply difficulty-specific modifiers: |
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112 value *= 1. - .4 * (self._game.difficulty - 16.) / 32. |
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113 |
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114 self.bullet_launch_interval = int(value) |
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115 self.bullet_launch_timer = int(value * start) |
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116 |
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117 |
207 | 118 def fire(self, offset=None, bullet_attributes=None, launch_pos=None): |
123 | 119 (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, |
207 | 120 speed, speed2, launch_angle, angle, flags) = bullet_attributes or self.bullet_attributes |
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121 |
151
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122 bullet_type = self._game.bullet_types[type_idx] |
123 | 123 |
207 | 124 if not launch_pos: |
125 ox, oy = offset or self.bullet_launch_offset | |
126 launch_pos = self.x + ox, self.y + oy | |
109
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diff
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127 |
270
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Partially fix some of Flandre's spellcards.
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128 if speed < 0.3 and speed != 0.0: |
253
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129 speed = 0.3 |
104
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130 if speed2 < 0.3: |
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131 speed2 = 0.3 |
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132 |
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133 self.bullet_launch_timer = 0 |
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134 |
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135 player = self.select_player() |
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136 |
79
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137 if type_ in (67, 69, 71): |
132
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138 launch_angle += self.get_player_angle(player, launch_pos) |
135
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139 if type_ in (69, 70, 71, 74): |
79
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140 angle = 2. * pi / bullets_per_shot |
247
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141 if type_ == 71 and bullets_per_shot % 2 or type_ in (69, 70) and not bullets_per_shot % 2: |
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142 launch_angle += pi / bullets_per_shot |
104
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143 if type_ != 75: |
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144 launch_angle -= angle * (bullets_per_shot - 1) / 2. |
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145 |
151
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146 bullets = self._game.bullets |
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147 nb_bullets_max = self._game.nb_bullets_max |
106 | 148 |
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149 for shot_nb in range(number_of_shots): |
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150 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) |
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151 bullet_angle = launch_angle |
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152 for bullet_nb in range(bullets_per_shot): |
143 | 153 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
154 break | |
155 | |
135
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156 if type_ == 75: # 102h.exe@0x4138cf |
151
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157 bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle |
135
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158 if type_ in (74, 75): # 102h.exe@0x4138cf |
151
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159 shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 |
123 | 160 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, |
106 | 161 bullet_angle, shot_speed, |
162 self.extended_bullet_attributes, | |
151
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163 flags, player, self._game)) |
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164 bullet_angle += angle |
48
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165 |
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166 |
274
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167 def new_laser(self, variant, laser_type, sprite_idx_offset, angle, speed, |
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168 start_offset, end_offset, max_length, width, |
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169 start_duration, duration, end_duration, |
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170 grazing_delay, grazing_extra_duration, unknown): |
277
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171 ox, oy = self.bullet_launch_offset |
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172 launch_pos = self.x + ox, self.y + oy |
274
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173 if variant == 86: |
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174 angle += self.get_player_angle(self.select_player(), launch_pos) |
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175 laser = Laser(launch_pos, self._game.laser_types[laser_type], |
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176 sprite_idx_offset, angle, speed, |
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177 start_offset, end_offset, max_length, width, |
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178 start_duration, duration, end_duration, grazing_delay, |
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179 grazing_extra_duration, self._game) |
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180 self._game.lasers.append(laser) |
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181 self.laser_by_id[self.current_laser_id] = laser |
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182 |
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183 |
79
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184 def select_player(self, players=None): |
151
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185 return (players or self._game.players)[0] #TODO |
50
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186 |
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187 |
132
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188 def get_player_angle(self, player=None, pos=None): |
79
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189 player = player or self.select_player() |
132
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190 x, y = pos or (self.x, self.y) |
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191 return atan2(player.y - y, player.x - x) |
50
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192 |
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diff
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193 |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff
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194 def set_anim(self, index): |
69
a142e57218a0
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diff
changeset
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195 self._sprite = Sprite() |
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diff
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196 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) |
105
572740acdb25
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diff
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|
197 self._anmrunner.run_frame() |
23
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198 |
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diff
changeset
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199 |
166
dcf32488a2c9
Better enemy death, with animation and (hopefully) correct flags handling.
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159
diff
changeset
|
200 def die_anim(self): |
248
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diff
changeset
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201 anim = {0: 3, 1: 4, 2: 5}[self.death_anim % 256] # The TB is wanted, if index isn’t in these values the original game crashs. |
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diff
changeset
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202 self._game.new_effect((self.x, self.y), anim) |
190
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184
diff
changeset
|
203 |
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Fix a few things about particles.
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184
diff
changeset
|
204 |
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Fix a few things about particles.
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184
diff
changeset
|
205 def drop_particles(self, number, color): |
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184
diff
changeset
|
206 #TODO: white particles are only used in stage 3 to 6, |
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184
diff
changeset
|
207 # in other stages they are blue. |
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184
diff
changeset
|
208 if color == 0: |
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184
diff
changeset
|
209 if self._game.stage in [1, 2, 7]: |
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184
diff
changeset
|
210 color = 3 |
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184
diff
changeset
|
211 for i in range(number): |
193
9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
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190
diff
changeset
|
212 self._game.new_particle((self.x, self.y), color, 4., 256) #TODO: find the real size. |
154
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Implement enemy killing.
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152
diff
changeset
|
213 |
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Implement enemy killing.
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diff
changeset
|
214 |
242
1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
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diff
changeset
|
215 def set_aux_anm(self, number, script): |
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diff
changeset
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216 self.aux_anm[number] = Effect((self.x, self.y), script, self._anm_wrapper) |
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diff
changeset
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217 |
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diff
changeset
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218 |
23
444ac7bca7bc
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22
diff
changeset
|
219 def set_pos(self, x, y, z): |
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diff
changeset
|
220 self.x, self.y = x, y |
251
4b549894ef6b
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diff
changeset
|
221 self.update_mode = 1 |
23
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diff
changeset
|
222 self.interpolator = Interpolator((x, y)) |
151
5cf927cbd9c5
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143
diff
changeset
|
223 self.interpolator.set_interpolation_start(self._game.frame, (x, y)) |
23
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diff
changeset
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224 |
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diff
changeset
|
225 |
62
1f591adcea04
Fix animation determination (ins_98 stuff) and some interpolation functions
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57
diff
changeset
|
226 def move_to(self, duration, x, y, z, formula): |
251
4b549894ef6b
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diff
changeset
|
227 frame = self._game.frame |
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diff
changeset
|
228 self.speed_interpolator = None |
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diff
changeset
|
229 self.update_mode = 1 |
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diff
changeset
|
230 self.interpolator = Interpolator((self.x, self.y), formula) |
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diff
changeset
|
231 self.interpolator.set_interpolation_start(frame, (self.x, self.y)) |
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diff
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|
232 self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) |
23
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233 |
251
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234 self.angle = atan2(y - self.y, x - self.x) |
23
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235 |
75
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236 |
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237 def stop_in(self, duration, formula): |
251
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238 frame = self._game.frame |
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239 self.interpolator = None |
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240 self.update_mode = 1 |
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241 self.speed_interpolator = Interpolator((self.speed,), formula) |
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242 self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) |
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243 self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) |
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244 |
57
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245 |
23
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246 def is_visible(self, screen_width, screen_height): |
73
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247 if self._sprite: |
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248 tx, ty, tw, th = self._sprite.texcoords |
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249 if self._sprite.corner_relative_placement: |
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250 raise Exception #TODO |
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251 else: |
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252 tx, ty, tw, th = 0., 0., 0., 0. |
29
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253 |
123 | 254 x, y = self.x, self.y |
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255 max_x = tw / 2. |
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256 max_y = th / 2. |
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257 |
123 | 258 if (max_x < x - screen_width |
259 or max_x < -x | |
260 or max_y < y - screen_height | |
261 or max_y < -y): | |
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262 return False |
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263 return True |
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264 |
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265 |
202
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266 def check_collisions(self): |
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267 # Check for collisions |
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268 ex, ey = self.x, self.y |
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269 ehalf_size_x, ehalf_size_y = self.hitbox_half_size |
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270 ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x |
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271 ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y |
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272 |
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273 damages = 0 |
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274 |
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275 # Check for enemy-bullet collisions |
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276 for bullet in self._game.players_bullets: |
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277 half_size = bullet.hitbox_half_size |
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278 bx, by = bullet.x, bullet.y |
220
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279 bx1, bx2 = bx - half_size[0], bx + half_size[0] |
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280 by1, by2 = by - half_size[1], by + half_size[1] |
202
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281 |
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282 if not (bx2 < ex1 or bx1 > ex2 |
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283 or by2 < ey1 or by1 > ey2): |
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284 bullet.collide() |
268
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285 if self.damageable: |
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286 damages += bullet.damage |
202
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287 self.drop_particles(1, 1) |
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288 |
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289 # Check for enemy-player collisions |
212
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290 ex1, ex2 = ex - ehalf_size_x * 2. / 3., ex + ehalf_size_x * 2. / 3. |
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291 ey1, ey2 = ey - ehalf_size_y * 2. / 3., ey + ehalf_size_y * 2. / 3. |
210
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292 if self.collidable: |
202
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293 for player in self._game.players: |
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294 px, py = player.x, player.y |
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295 phalf_size = player.hitbox_half_size |
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296 px1, px2 = px - phalf_size, px + phalf_size |
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297 py1, py2 = py - phalf_size, py + phalf_size |
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298 |
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299 #TODO: box-box or point-in-box? |
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300 if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2): |
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301 if not self.boss: |
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302 damages += 10 |
212
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|
303 player.collide() |
202
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304 |
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305 # Adjust damages |
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306 damages = min(70, damages) |
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307 score = (damages // 5) * 10 #TODO: give to which player? |
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308 |
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309 if self._game.spellcard: |
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310 #TODO: there is a division by 3, somewhere... where is it? |
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311 if damages <= 7: |
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312 damages = 1 if damages else 0 |
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313 else: |
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314 damages //= 7 |
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315 |
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|
316 # Apply damages |
268
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317 self.life -= damages |
202
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318 |
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|
319 |
69
a142e57218a0
Refactor. Move VMs to pytouhou.vm.
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68
diff
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|
320 def update(self): |
21
bf225780973f
Small refactoring, and Rumia \o/
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|
321 x, y = self.x, self.y |
18
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322 |
251
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323 if self.update_mode == 1: |
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324 speed = 0.0 |
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325 if self.interpolator: |
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326 self.interpolator.update(self._game.frame) |
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327 x, y = self.interpolator.values |
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328 if self.speed_interpolator: |
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329 self.speed_interpolator.update(self._game.frame) |
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330 speed, = self.speed_interpolator.values |
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331 else: |
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332 speed = self.speed |
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333 self.speed += self.acceleration |
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334 self.angle += self.rotation_speed |
57
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diff
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|
335 |
251
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336 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
49
cbe1cb50f2fd
Refactor ECLRunner/EnemyManager so that all VM stuff goes to ECLRunner
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diff
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|
337 if self._type & 2: |
21
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|
338 x -= dx |
18
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339 else: |
21
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|
340 x += dx |
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|
341 y += dy |
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|
342 |
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|
343 if self.movement_dependant_sprites: |
57
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344 #TODO: is that really how it works? Almost. |
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345 # Sprite determination is done only once per changement, and is |
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|
346 # superseeded by ins_97. |
62
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347 end_left, end_right, left, right = self.movement_dependant_sprites |
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348 if x < self.x and self.direction != -1: |
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349 self.set_anim(left) |
22 | 350 self.direction = -1 |
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351 elif x > self.x and self.direction != +1: |
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352 self.set_anim(right) |
22 | 353 self.direction = +1 |
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354 elif x == self.x and self.direction is not None: |
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355 self.set_anim({-1: end_left, +1: end_right}[self.direction]) |
22 | 356 self.direction = None |
21
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Small refactoring, and Rumia \o/
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357 |
50
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358 |
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359 if self.screen_box: |
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360 xmin, ymin, xmax, ymax = self.screen_box |
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361 x = max(xmin, min(x, xmax)) |
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362 y = max(ymin, min(y, ymax)) |
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363 |
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364 |
21
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365 self.x, self.y = x, y |
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366 |
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367 #TODO |
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368 if self._anmrunner and not self._anmrunner.run_frame(): |
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369 self._anmrunner = None |
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370 |
183
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Implement two new ECL instructions.
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371 if self._sprite and self._visible: |
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372 if self._sprite._removed: |
49
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373 self._sprite = None |
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374 else: |
120
4300a832f033
Small refactoring and massive performance improvement
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375 self._sprite.update_orientation(self.angle, |
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376 self.automatic_orientation) |
36 | 377 |
83
fc0294c745b6
Basic bullet handling! Clean up as soon as possible :p
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378 |
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379 if self.bullet_launch_interval != 0: |
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380 self.bullet_launch_timer += 1 |
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381 if self.bullet_launch_timer == self.bullet_launch_interval: |
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382 self.fire() |
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383 |
202
d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
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384 # Check collisions |
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385 if self.touchable: |
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386 self.check_collisions() |
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387 |
242
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388 for anm in self.aux_anm: |
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389 if anm: |
282
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Rename Animations to ANM0 and prepare AnmWrapper for dialogs and interface.
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390 anm.x, anm.y = self.x, self.y |
242
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391 anm.update() |
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392 |
18
ca26a84916cb
Add preliminary ECL viewer/interpreter.
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393 self.frame += 1 |
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394 |