comparison pytouhou/game/bullet.pyx @ 257:9b699e8de4a7

Switch Bullet to Cython to improve performances.
author Thibaut Girka <thib@sitedethib.com>
date Sun, 22 Jan 2012 21:54:07 +0100
parents pytouhou/game/bullet.py@507dfd6efe0c
children 620134bc51f4
comparison
equal deleted inserted replaced
256:507dfd6efe0c 257:9b699e8de4a7
1 # -*- encoding: utf-8 -*-
2 ##
3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
4 ##
5 ## This program is free software; you can redistribute it and/or modify
6 ## it under the terms of the GNU General Public License as published
7 ## by the Free Software Foundation; version 3 only.
8 ##
9 ## This program is distributed in the hope that it will be useful,
10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 ## GNU General Public License for more details.
13 ##
14
15 from math import cos, sin, atan2, pi
16
17 from pytouhou.utils.interpolator import Interpolator
18 from pytouhou.vm.anmrunner import ANMRunner
19 from pytouhou.game.sprite import Sprite
20
21
22 LAUNCHING, LAUNCHED, CANCELLED = range(3)
23
24 cdef class Bullet(object):
25 cdef public unsigned int _state, flags, frame, sprite_idx_offset
26 cdef public double dx, dy, angle, speed #TODO
27 cdef public object player_bullet, target
28 cdef public object _game, _sprite, _anmrunner, _removed, _bullet_type, _was_visible
29 cdef public object attributes, damage, hitbox_half_size, speed_interpolator, grazed
30 cdef public object x, y #TODO
31
32 def __init__(self, pos, bullet_type, sprite_idx_offset,
33 angle, speed, attributes, flags, target, game,
34 player_bullet=False, damage=0, hitbox=None):
35 self._game = game
36 self._sprite = None
37 self._anmrunner = None
38 self._removed = False
39 self._bullet_type = bullet_type
40 self._was_visible = True
41 self._state = LAUNCHING
42
43 if hitbox:
44 self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.)
45 else:
46 self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.)
47
48 self.speed_interpolator = None
49 self.frame = 0
50 self.grazed = False
51
52 self.target = target
53
54 self.sprite_idx_offset = sprite_idx_offset
55
56 self.flags = flags
57 self.attributes = list(attributes)
58
59 self.x, self.y = pos
60 self.angle = angle
61 self.speed = speed
62 self.dx, self.dy = cos(angle) * speed, sin(angle) * speed
63
64 self.player_bullet = player_bullet
65 self.damage = damage
66
67 #TODO
68 if flags & 14:
69 if flags & 2:
70 index = bullet_type.launch_anim2_index
71 launch_mult = bullet_type.launch_anim_penalties[0]
72 elif flags & 4:
73 index = bullet_type.launch_anim4_index
74 launch_mult = bullet_type.launch_anim_penalties[1]
75 else:
76 index = bullet_type.launch_anim8_index
77 launch_mult = bullet_type.launch_anim_penalties[2]
78 self.dx, self.dy = self.dx * launch_mult, self.dy * launch_mult
79 self._sprite = Sprite()
80 self._anmrunner = ANMRunner(bullet_type.anm_wrapper,
81 index, self._sprite,
82 bullet_type.launch_anim_offsets[sprite_idx_offset])
83 self._anmrunner.run_frame()
84 else:
85 self.launch()
86
87 if self.player_bullet:
88 self._sprite.angle = angle - pi
89 else:
90 self._sprite.angle = angle
91
92
93 def is_visible(self, screen_width, screen_height):
94 tx, ty, tw, th = self._sprite.texcoords
95 x, y = self.x, self.y
96
97 max_x = tw / 2.
98 max_y = th / 2.
99
100 if (max_x < x - screen_width
101 or max_x < -x
102 or max_y < y - screen_height
103 or max_y < -y):
104 return False
105 return True
106
107
108 def set_anim(self, sprite_idx_offset=None):
109 if sprite_idx_offset is not None:
110 self.sprite_idx_offset = sprite_idx_offset
111
112 bt = self._bullet_type
113 self._sprite = Sprite()
114 if self.player_bullet:
115 self._sprite.angle = self.angle - pi
116 else:
117 self._sprite.angle = self.angle
118 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index,
119 self._sprite, self.sprite_idx_offset)
120 self._anmrunner.run_frame()
121
122
123 def launch(self):
124 self._state = LAUNCHED
125 self.frame = 0
126 self.set_anim()
127 self.dx, self.dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
128 if self.flags & 1:
129 self.speed_interpolator = Interpolator((self.speed + 5.,), 0,
130 (self.speed,), 16)
131
132
133 def collide(self):
134 self.cancel()
135
136
137 def cancel(self):
138 # Cancel animation
139 bt = self._bullet_type
140 self._sprite = Sprite()
141 if self.player_bullet:
142 self._sprite.angle = self.angle - pi
143 else:
144 self._sprite.angle = self.angle
145 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index,
146 self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset])
147 self._anmrunner.run_frame()
148 self.dx, self.dy = self.dx / 2., self.dy / 2.
149
150 # Change update method
151 self._state = CANCELLED
152
153 # Do not use this one for collisions anymore
154 if self.player_bullet:
155 self._game.players_bullets.remove(self)
156 else:
157 self._game.bullets.remove(self)
158 self._game.cancelled_bullets.append(self)
159
160
161 def update(self):
162 if self._anmrunner is not None and not self._anmrunner.run_frame():
163 if self._state == LAUNCHING:
164 #TODO: check if it doesn't skip a frame
165 self.launch()
166 elif self._state == CANCELLED:
167 self._removed = True
168 else:
169 self._anmrunner = None
170
171 if self._state == LAUNCHING:
172 pass
173 elif self._state == CANCELLED:
174 pass
175 elif self.flags & 1:
176 # Initial speed burst
177 #TODO: use frame instead of interpolator?
178 if not self.speed_interpolator:
179 self.flags &= ~1
180 elif self.flags & 16:
181 # Each frame, add a vector to the speed vector
182 length, angle = self.attributes[4:6]
183 angle = self.angle if angle < -900.0 else angle #TODO: is that right?
184 self.dx += cos(angle) * length
185 self.dy += sin(angle) * length
186 self.speed = (self.dx ** 2 + self.dy ** 2) ** 0.5
187 self.angle = self._sprite.angle = atan2(self.dy, self.dx)
188 if self._sprite.automatic_orientation:
189 self._sprite._changed = True
190 if self.frame == self.attributes[0]: #TODO: include last frame, or not?
191 self.flags &= ~16
192 elif self.flags & 32:
193 # Each frame, accelerate and rotate
194 #TODO: check
195 acceleration, angular_speed = self.attributes[4:6]
196 self.speed += acceleration
197 self.angle += angular_speed
198 self.dx = cos(self.angle) * self.speed
199 self.dy = sin(self.angle) * self.speed
200 self._sprite.angle = self.angle
201 if self._sprite.automatic_orientation:
202 self._sprite._changed = True
203 if self.frame == self.attributes[0]:
204 self.flags &= ~32
205 elif self.flags & 448:
206 #TODO: check
207 frame, count = self.attributes[0:2]
208 angle, speed = self.attributes[4:6]
209 if self.frame % frame == 0:
210 count = count - 1
211
212 if self.frame != 0:
213 self.speed = speed
214
215 if self.flags & 64:
216 self.angle += angle
217 elif self.flags & 128:
218 self.angle = atan2(self.target.y - self.y,
219 self.target.x - self.x) + angle
220 elif self.flags & 256:
221 self.angle = angle
222
223 self.dx = cos(self.angle) * self.speed
224 self.dy = sin(self.angle) * self.speed
225 self._sprite.angle = self.angle
226 if self._sprite.automatic_orientation:
227 self._sprite._changed = True
228
229 if count >= 0:
230 self.speed_interpolator = Interpolator((self.speed,), self.frame,
231 (0.,), self.frame + frame - 1)
232 else:
233 self.flags &= ~448
234
235 self.attributes[1] = count
236 #TODO: other flags
237
238 # Common updates
239
240 if self.speed_interpolator:
241 self.speed_interpolator.update(self.frame)
242 self.speed, = self.speed_interpolator.values
243 self.dx = cos(self.angle) * self.speed
244 self.dy = sin(self.angle) * self.speed
245
246 self.x += self.dx
247 self.y += self.dy
248
249 self.frame += 1
250