Mercurial > touhou
comparison pytouhou/games/eosd.py @ 230:1c24a6d93c1b
Improve find_character_defs, clean up a bit, and disable attack types 2 and 3 for now
author | Thibaut Girka <thib@sitedethib.com> |
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date | Fri, 30 Dec 2011 19:10:49 +0100 |
parents | 5afc75f71fed |
children | c417bb6c98bf |
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229:5afc75f71fed | 230:1c24a6d93c1b |
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49 ItemType(etama3, 4, 11), #Full power | 49 ItemType(etama3, 4, 11), #Full power |
50 ItemType(etama3, 5, 12), #1up | 50 ItemType(etama3, 5, 12), #1up |
51 ItemType(etama3, 6, 13)] #Star | 51 ItemType(etama3, 6, 13)] #Star |
52 | 52 |
53 characters = resource_loader.get_eosd_characters('102h.exe') | 53 characters = resource_loader.get_eosd_characters('102h.exe') |
54 print characters[0] | |
55 | 54 |
56 #eosd_characters = [ReimuA, ReimuB, MarisaA, MarisaB] | 55 #eosd_characters = [ReimuA, ReimuB, MarisaA, MarisaB] |
57 players = [] | 56 players = [] |
58 for player in player_states: | 57 for player in player_states: |
59 #players.append(eosd_characters[player.character](player, self, resource_loader)) | 58 #players.append(eosd_characters[player.character](player, self, resource_loader)) |
133 | 132 |
134 bullets = self._game.players_bullets | 133 bullets = self._game.players_bullets |
135 nb_bullets_max = self._game.nb_bullets_max | 134 nb_bullets_max = self._game.nb_bullets_max |
136 | 135 |
137 for shot in sht.shots[power]: | 136 for shot in sht.shots[power]: |
137 if shot.type in (2, 3): # TODO: Those shot types aren't handled yet | |
138 continue | |
139 | |
138 if self.fire_time % shot.interval == shot.delay: | 140 if self.fire_time % shot.interval == shot.delay: |
139 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: | 141 if nb_bullets_max is not None and len(bullets) == nb_bullets_max: |
140 break | 142 break |
141 | 143 |
142 origin = self.orbs[shot.orb - 1] if shot.orb else self | 144 origin = self.orbs[shot.orb - 1] if shot.orb else self |
143 x = origin.x + shot.pos[0] | 145 x = origin.x + shot.pos[0] |
144 y = origin.y + shot.pos[1] | 146 y = origin.y + shot.pos[1] |
145 | 147 |
146 #TODO: find a better way to do that. | 148 #TODO: find a better way to do that. |
147 bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, | 149 bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, |
148 shot.sprite % 256 + 32, #TODO: find the real cancel anim | 150 shot.sprite % 256 + 32, #TODO: find the real cancel anim |
149 0, 0, 0, 0.) | 151 0, 0, 0, 0.) |
150 bullets.append(Bullet((x, y), bullet_type, 0, | 152 bullets.append(Bullet((x, y), bullet_type, 0, |
151 shot.angle, shot.speed, | 153 shot.angle, shot.speed, |
152 (0, 0, 0, 0, 0., 0., 0., 0.), | 154 (0, 0, 0, 0, 0., 0., 0., 0.), |
153 0, self, self._game, player_bullet=True, damage=shot.damage, hitbox=shot.hitbox)) | 155 0, self, self._game, player_bullet=True, |
156 damage=shot.damage, hitbox=shot.hitbox)) | |
157 |