annotate pytouhou/game/enemymanager.py @ 79:ffe2c2b9912c

Handle a few more ECL instructions. Prepare for bullet handling \o/
author Thibaut Girka <thib@sitedethib.com>
date Sat, 03 Sep 2011 18:17:39 +0200
parents b3bd421bb895
children fc0294c745b6
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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 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, pi
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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, game_state):
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29 self._game_state = game_state
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30 self._anm_wrapper = anm_wrapper
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31 self._sprite = None
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32 self._anmrunner = None
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33 self._removed = False
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34 self._type = _type
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35 self._was_visible = False
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36
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37 self.frame = 0
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38
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39 self.x, self.y = pos
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40 self.life = life
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41 self.max_life = life
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42 self.touchable = True
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43 self.damageable = True
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44 self.death_flags = 0
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45 self.pending_bullets = []
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46 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.)
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47 self.bullet_attributes = None
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48 self.bullet_launch_offset = (0, 0)
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49 self.death_callback = None
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50 self.low_life_callback = None
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51 self.low_life_trigger = None
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52 self.timeout = None
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53 self.timeout_callback = None
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54 self.remaining_lives = -1
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55
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56 self.automatic_orientation = False
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57
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58 self.bullet_launch_interval = 0
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59 self.delay_attack = False
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60
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61 self.death_anim = None
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62 self.movement_dependant_sprites = None
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63 self.direction = None
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64 self.interpolator = None #TODO
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65 self.speed_interpolator = None
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66 self.angle = 0.
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67 self.speed = 0.
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68 self.rotation_speed = 0.
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69 self.acceleration = 0.
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70
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71 self.hitbox = (0, 0)
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72 self.screen_box = None
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74
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75 def set_bullet_attributes(self, type_, bullet_anim, launch_anim,
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76 bullets_per_shot, number_of_shots, speed, speed2,
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77 launch_angle, angle, flags):
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78 self.bullet_attributes = (type_, bullet_anim, launch_anim, bullets_per_shot,
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79 number_of_shots, speed, speed2, launch_angle,
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80 angle, flags)
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81 if not self.delay_attack:
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82 self.fire()
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83
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85 def fire(self):
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86 (type_, bullet_anim, launch_anim, bullets_per_shot, number_of_shots,
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87 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes
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88 if type_ in (67, 69, 71):
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89 launch_angle += self.get_player_angle()
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90 if type_ in (69, 70, 71):
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91 angle = 2. * pi / bullets_per_shot
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92 if type_ == 71:
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93 launch_angle += pi / bullets_per_shot
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94 #TODO
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95 pass
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97
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98 def select_player(self, players=None):
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99 return (players or self._game_state.players)[0] #TODO
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101
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102 def get_player_angle(self, player=None):
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103 player = player or self.select_player()
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104 return atan2(player.y - self.y, player.x - self.x)
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107 def set_anim(self, index):
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108 self._sprite = Sprite()
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109 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite)
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112 def set_pos(self, x, y, z):
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113 self.x, self.y = x, y
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114 self.interpolator = Interpolator((x, y))
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115 self.interpolator.set_interpolation_start(self.frame, (x, y))
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117
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118 def move_to(self, duration, x, y, z, formula):
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119 if not self.interpolator:
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120 self.interpolator = Interpolator((self.x, self.y), formula)
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121 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y))
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122 self.interpolator.set_interpolation_end(self.frame + duration - 1, (x, y))
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123
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124 self.speed = 0.
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125 self.angle = atan2(y - self.y, x - self.x)
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128 def stop_in(self, duration, formula):
57
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129 if not self.speed_interpolator:
75
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130 self.speed_interpolator = Interpolator((self.speed,), formula)
57
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diff changeset
131 self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,))
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132 self.speed_interpolator.set_interpolation_end(self.frame + duration, (0.,))
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133
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134 self.speed = 0.
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diff changeset
135
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diff changeset
136
23
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diff changeset
137 def is_visible(self, screen_width, screen_height):
73
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138 if self._sprite:
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139 tx, ty, tw, th = self._sprite.texcoords
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140 if self._sprite.corner_relative_placement:
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141 raise Exception #TODO
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142 else:
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143 tx, ty, tw, th = 0., 0., 0., 0.
29
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diff changeset
144
73
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145 max_x = tw / 2.
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146 max_y = th / 2.
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147 min_x = -max_x
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148 min_y = -max_y
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diff changeset
149
56
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diff changeset
150 if any((min_x > screen_width - self.x,
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151 max_x < -self.x,
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152 min_y > screen_height - self.y,
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153 max_y < -self.y)):
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154 return False
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155 return True
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156
18
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157
36
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158 def get_objects_by_texture(self):
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159 if not self._sprite:
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160 return {}
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161
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162 objects_by_texture = {}
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163 key = self._sprite.anm.first_name, self._sprite.anm.secondary_name
72
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164 key = (key, self._sprite.blendfunc)
36
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165 if not key in objects_by_texture:
37
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166 objects_by_texture[key] = (0, [], [], [])
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167 vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices)
36
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168 objects_by_texture[key][1].extend(vertices)
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169 objects_by_texture[key][2].extend(self._sprite._uvs)
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170 objects_by_texture[key][3].extend(self._sprite._colors)
36
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171 #TODO: effects/bullet launch
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172 return objects_by_texture
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173
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diff changeset
174
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diff changeset
175 def update(self):
21
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diff changeset
176 x, y = self.x, self.y
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diff changeset
177 if self.interpolator:
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178 self.interpolator.update(self.frame)
20
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diff changeset
179 x, y = self.interpolator.values
21
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diff changeset
180
18
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181 self.speed += self.acceleration #TODO: units? Execution order?
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182 self.angle += self.rotation_speed #TODO: units? Execution order?
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183
57
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diff changeset
184
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185 if self.speed_interpolator:
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diff changeset
186 self.speed_interpolator.update(self.frame)
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diff changeset
187 self.speed, = self.speed_interpolator.values
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diff changeset
188
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diff changeset
189
18
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190 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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diff changeset
191 if self._type & 2:
21
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192 x -= dx
18
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193 else:
21
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194 x += dx
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195 y += dy
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diff changeset
196
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diff changeset
197 if self.movement_dependant_sprites:
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diff changeset
198 #TODO: is that really how it works? Almost.
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diff changeset
199 # Sprite determination is done only once per changement, and is
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diff changeset
200 # superseeded by ins_97.
62
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diff changeset
201 end_left, end_right, left, right = self.movement_dependant_sprites
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diff changeset
202 if x < self.x and self.direction != -1:
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diff changeset
203 self.set_anim(left)
22
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diff changeset
204 self.direction = -1
62
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diff changeset
205 elif x > self.x and self.direction != +1:
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diff changeset
206 self.set_anim(right)
22
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diff changeset
207 self.direction = +1
62
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diff changeset
208 elif x == self.x and self.direction is not None:
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diff changeset
209 self.set_anim({-1: end_left, +1: end_right}[self.direction])
22
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parents: 21
diff changeset
210 self.direction = None
21
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diff changeset
211
50
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diff changeset
212
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diff changeset
213 if self.screen_box:
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diff changeset
214 xmin, ymin, xmax, ymax = self.screen_box
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diff changeset
215 x = max(xmin, min(x, xmax))
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diff changeset
216 y = max(ymin, min(y, ymax))
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diff changeset
217
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diff changeset
218
21
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diff changeset
219 self.x, self.y = x, y
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diff changeset
220
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diff changeset
221 #TODO
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diff changeset
222 if self._anmrunner and not self._anmrunner.run_frame():
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diff changeset
223 self._anmrunner = None
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diff changeset
224
49
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diff changeset
225 if self._sprite:
69
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diff changeset
226 if self._sprite._removed:
49
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diff changeset
227 self._sprite = None
69
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diff changeset
228 else:
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diff changeset
229 self._sprite.update()
75
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diff changeset
230 if self._sprite._changed or self.automatic_orientation:
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diff changeset
231 angle_base = self.angle if self.automatic_orientation else 0.
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diff changeset
232 self._sprite.update_vertices_uvs_colors(angle_base=angle_base)
36
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diff changeset
233
18
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234 self.frame += 1
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235
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236
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237
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diff changeset
238 class EnemyManager(object):
49
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diff changeset
239 def __init__(self, stage, anm_wrapper, ecl, game_state):
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diff changeset
240 self._game_state = game_state
18
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241 self.stage = stage
21
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diff changeset
242 self.anm_wrapper = anm_wrapper
18
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243 self.main = []
23
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diff changeset
244 self.ecl = ecl
18
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245 self.objects_by_texture = {}
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246 self.enemies = []
49
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diff changeset
247 self.processes = []
18
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248
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diff changeset
249 # Populate main
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diff changeset
250 for frame, sub, instr_type, args in ecl.main:
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251 if not self.main or self.main[-1][0] < frame:
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diff changeset
252 self.main.append((frame, [(sub, instr_type, args)]))
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diff changeset
253 elif self.main[-1][0] == frame:
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diff changeset
254 self.main[-1][1].append((sub, instr_type, args))
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diff changeset
255
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parents:
diff changeset
256
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257 def update(self, frame):
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258 if self.main and self.main[0][0] == frame:
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259 for sub, instr_type, args in self.main.pop(0)[1]:
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260 if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy
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261 x, y, z, life, unknown1, unknown2, unknown3 = args
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262 if instr_type & 4:
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263 if x < -990: #102h.exe@0x411820
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264 x = self._game_state.prng.rand_double() * 368
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265 if y < -990: #102h.exe@0x41184b
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266 y = self._game_state.prng.rand_double() * 416
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267 if z < -990: #102h.exe@0x411881
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268 y = self._game_state.prng.rand_double() * 800
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269 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper, self._game_state)
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270 self.enemies.append(enemy)
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271 self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state))
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272
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273
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274 # Run processes
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275 self.processes[:] = (process for process in self.processes if process.run_iteration())
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276
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277 # Filter of destroyed enemies
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278 self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed)
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279
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280 # Update enemies
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281 for enemy in self.enemies:
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282 enemy.update()
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283
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284 # Filter out non-visible enemies
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285 visible_enemies = [enemy for enemy in self.enemies if enemy.is_visible(384, 448)] #TODO
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286 for enemy in visible_enemies:
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287 enemy._was_visible = True
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288
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289 # Filter out-of-screen enemies
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290 for enemy in tuple(self.enemies):
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291 if enemy._was_visible and not enemy in visible_enemies:
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292 enemy._removed = True
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293 self.enemies.remove(enemy)
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294
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295 #TODO: disable boss mode if it is dead/it has timeout
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296 if self._game_state.boss and self._game_state.boss._removed:
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297 self._game_state.boss = None
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298
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299 # Add enemies to vertices/uvs
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300 self.objects_by_texture = {}
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47543594ff66 Can't stop optimizing!
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301 for enemy in visible_enemies:
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302 if enemy.is_visible(384, 448): #TODO
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303 for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items():
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304 if not key in self.objects_by_texture:
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305 self.objects_by_texture[key] = (0, [], [], [])
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306 self.objects_by_texture[key][1].extend(vertices)
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307 self.objects_by_texture[key][2].extend(uvs)
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308 self.objects_by_texture[key][3].extend(colors)
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309 for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items():
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310 nb_vertices = len(vertices)
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311 vertices = pack('f' * (3 * nb_vertices), *chain(*vertices))
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312 uvs = pack('f' * (2 * nb_vertices), *chain(*uvs))
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313 colors = pack('B' * (4 * nb_vertices), *chain(*colors))
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314 self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
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315