Mercurial > touhou
comparison pytouhou/game/enemy.py @ 98:d141c851c598
Rename pytouhou.game.enemymanager to pytouhou.game.enemy
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 04 Sep 2011 23:51:14 +0200 |
parents | pytouhou/game/enemymanager.py@ac2e5e1c2c3c |
children | 5c40cc1b8019 |
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97:ac2e5e1c2c3c | 98:d141c851c598 |
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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 | |
16 from itertools import chain | |
17 from io import BytesIO | |
18 import os | |
19 from struct import unpack, pack | |
20 from pytouhou.utils.interpolator import Interpolator | |
21 from pytouhou.vm.eclrunner import ECLRunner | |
22 from pytouhou.vm.anmrunner import ANMRunner | |
23 from pytouhou.game.sprite import Sprite | |
24 from pytouhou.game.bullet import Bullet | |
25 from math import cos, sin, atan2, pi | |
26 | |
27 | |
28 class Enemy(object): | |
29 def __init__(self, pos, life, _type, anm_wrapper, game_state): | |
30 self._game_state = game_state | |
31 self._anm_wrapper = anm_wrapper | |
32 self._sprite = None | |
33 self._anmrunner = None | |
34 self._removed = False | |
35 self._type = _type | |
36 self._was_visible = False | |
37 | |
38 self.frame = 0 | |
39 | |
40 self.x, self.y = pos | |
41 self.life = life | |
42 self.max_life = life | |
43 self.touchable = True | |
44 self.damageable = True | |
45 self.death_flags = 0 | |
46 self.bullets = [] | |
47 self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) | |
48 self.bullet_attributes = None | |
49 self.bullet_launch_offset = (0, 0) | |
50 self.death_callback = None | |
51 self.low_life_callback = None | |
52 self.low_life_trigger = None | |
53 self.timeout = None | |
54 self.timeout_callback = None | |
55 self.remaining_lives = -1 | |
56 | |
57 self.automatic_orientation = False | |
58 | |
59 self.bullet_launch_interval = 0 | |
60 self.bullet_launch_timer = 0 | |
61 self.delay_attack = False | |
62 | |
63 self.death_anim = None | |
64 self.movement_dependant_sprites = None | |
65 self.direction = None | |
66 self.interpolator = None #TODO | |
67 self.speed_interpolator = None | |
68 self.angle = 0. | |
69 self.speed = 0. | |
70 self.rotation_speed = 0. | |
71 self.acceleration = 0. | |
72 | |
73 self.hitbox = (0, 0) | |
74 self.screen_box = None | |
75 | |
76 | |
77 def set_bullet_attributes(self, type_, anim, sprite_idx_offset, | |
78 bullets_per_shot, number_of_shots, speed, speed2, | |
79 launch_angle, angle, flags): | |
80 self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, | |
81 number_of_shots, speed, speed2, launch_angle, | |
82 angle, flags) | |
83 if not self.delay_attack: | |
84 self.fire() | |
85 | |
86 | |
87 def fire(self): | |
88 (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, | |
89 speed, speed2, launch_angle, angle, flags) = self.bullet_attributes | |
90 | |
91 self.bullet_launch_timer = 0 | |
92 | |
93 player = self.select_player() | |
94 | |
95 if type_ in (67, 69, 71): | |
96 launch_angle += self.get_player_angle(player) | |
97 if type_ in (69, 70, 71): | |
98 angle = 2. * pi / bullets_per_shot | |
99 if type_ == 71: | |
100 launch_angle += pi / bullets_per_shot | |
101 | |
102 launch_angle -= angle * (bullets_per_shot - 1) / 2. | |
103 | |
104 for shot_nb in range(number_of_shots): | |
105 shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) | |
106 bullet_angle = launch_angle | |
107 for bullet_nb in range(bullets_per_shot): | |
108 self.bullets.append(Bullet((self.x, self.y), | |
109 anim, sprite_idx_offset, | |
110 bullet_angle, shot_speed, | |
111 self.extended_bullet_attributes, | |
112 flags, player, self._game_state)) | |
113 bullet_angle += angle | |
114 | |
115 | |
116 def select_player(self, players=None): | |
117 return (players or self._game_state.players)[0] #TODO | |
118 | |
119 | |
120 def get_player_angle(self, player=None): | |
121 player = player or self.select_player() | |
122 return atan2(player.y - self.y, player.x - self.x) | |
123 | |
124 | |
125 def set_anim(self, index): | |
126 self._sprite = Sprite() | |
127 self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) | |
128 | |
129 | |
130 def set_pos(self, x, y, z): | |
131 self.x, self.y = x, y | |
132 self.interpolator = Interpolator((x, y)) | |
133 self.interpolator.set_interpolation_start(self.frame, (x, y)) | |
134 | |
135 | |
136 def move_to(self, duration, x, y, z, formula): | |
137 if not self.interpolator: | |
138 self.interpolator = Interpolator((self.x, self.y), formula) | |
139 self.interpolator.set_interpolation_start(self.frame, (self.x, self.y)) | |
140 self.interpolator.set_interpolation_end(self.frame + duration - 1, (x, y)) | |
141 | |
142 self.speed = 0. | |
143 self.angle = atan2(y - self.y, x - self.x) | |
144 | |
145 | |
146 def stop_in(self, duration, formula): | |
147 if not self.speed_interpolator: | |
148 self.speed_interpolator = Interpolator((self.speed,), formula) | |
149 self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,)) | |
150 self.speed_interpolator.set_interpolation_end(self.frame + duration - 1, (0.,)) | |
151 | |
152 self.speed = 0. | |
153 | |
154 | |
155 def is_visible(self, screen_width, screen_height): | |
156 if self._sprite: | |
157 tx, ty, tw, th = self._sprite.texcoords | |
158 if self._sprite.corner_relative_placement: | |
159 raise Exception #TODO | |
160 else: | |
161 tx, ty, tw, th = 0., 0., 0., 0. | |
162 | |
163 max_x = tw / 2. | |
164 max_y = th / 2. | |
165 min_x = -max_x | |
166 min_y = -max_y | |
167 | |
168 if any((min_x > screen_width - self.x, | |
169 max_x < -self.x, | |
170 min_y > screen_height - self.y, | |
171 max_y < -self.y)): | |
172 return False | |
173 return True | |
174 | |
175 | |
176 def get_objects_by_texture(self, objects_by_texture): | |
177 for bullet in self.bullets: | |
178 bullet.get_objects_by_texture(objects_by_texture) | |
179 | |
180 if not self._sprite: | |
181 return | |
182 | |
183 sprite = self._sprite | |
184 sprite.update_vertices_uvs_colors() | |
185 | |
186 key = sprite.anm.first_name, sprite.anm.secondary_name | |
187 key = (key, sprite.blendfunc) | |
188 rec = objects_by_texture.setdefault(key, ([], [], [])) | |
189 vertices = ((x + self.x, y + self.y, z) for x, y, z in sprite._vertices) | |
190 rec[0].extend(vertices) | |
191 rec[1].extend(sprite._uvs) | |
192 rec[2].extend(sprite._colors) | |
193 | |
194 | |
195 def update(self): | |
196 x, y = self.x, self.y | |
197 if self.interpolator: | |
198 self.interpolator.update(self.frame) | |
199 x, y = self.interpolator.values | |
200 | |
201 self.speed += self.acceleration #TODO: units? Execution order? | |
202 self.angle += self.rotation_speed #TODO: units? Execution order? | |
203 | |
204 | |
205 if self.speed_interpolator: | |
206 self.speed_interpolator.update(self.frame) | |
207 self.speed, = self.speed_interpolator.values | |
208 | |
209 | |
210 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed | |
211 if self._type & 2: | |
212 x -= dx | |
213 else: | |
214 x += dx | |
215 y += dy | |
216 | |
217 if self.movement_dependant_sprites: | |
218 #TODO: is that really how it works? Almost. | |
219 # Sprite determination is done only once per changement, and is | |
220 # superseeded by ins_97. | |
221 end_left, end_right, left, right = self.movement_dependant_sprites | |
222 if x < self.x and self.direction != -1: | |
223 self.set_anim(left) | |
224 self.direction = -1 | |
225 elif x > self.x and self.direction != +1: | |
226 self.set_anim(right) | |
227 self.direction = +1 | |
228 elif x == self.x and self.direction is not None: | |
229 self.set_anim({-1: end_left, +1: end_right}[self.direction]) | |
230 self.direction = None | |
231 | |
232 | |
233 if self.screen_box: | |
234 xmin, ymin, xmax, ymax = self.screen_box | |
235 x = max(xmin, min(x, xmax)) | |
236 y = max(ymin, min(y, ymax)) | |
237 | |
238 | |
239 self.x, self.y = x, y | |
240 | |
241 #TODO | |
242 if self._anmrunner and not self._anmrunner.run_frame(): | |
243 self._anmrunner = None | |
244 | |
245 if self._sprite: | |
246 if self._sprite._removed: | |
247 self._sprite = None | |
248 else: | |
249 self._sprite.update(angle_base=self.angle, | |
250 force_rotation=self.automatic_orientation) | |
251 | |
252 | |
253 if self.bullet_launch_interval != 0: | |
254 self.bullet_launch_timer += 1 | |
255 if self.bullet_launch_timer == self.bullet_launch_interval: | |
256 self.fire() | |
257 | |
258 | |
259 for bullet in self.bullets: | |
260 bullet.update() | |
261 | |
262 | |
263 self.frame += 1 | |
264 |