Mercurial > touhou
comparison pytouhou/vm/eclrunner.py @ 82:de48213a02bf
Fix a few things
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 03 Sep 2011 22:16:47 +0200 |
parents | ffe2c2b9912c |
children | fc0294c745b6 |
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81:f5f9b5eb69a3 | 82:de48213a02bf |
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419 def clear_screen_box(self): | 419 def clear_screen_box(self): |
420 self._enemy.screen_box = None | 420 self._enemy.screen_box = None |
421 | 421 |
422 | 422 |
423 @instruction(67) | 423 @instruction(67) |
424 def set_bullet_attributes1(self, bullet_anim, launch_anim, bullets_per_shot, | 424 def set_bullet_attributes1(self, anim, sprite_idx_offset, bullets_per_shot, |
425 number_of_shots, speed, speed2, launch_angle, | 425 number_of_shots, speed, speed2, launch_angle, |
426 angle, flags): | 426 angle, flags): |
427 self._enemy.set_bullet_attributes(67, bullet_anim, launch_anim, | 427 self._enemy.set_bullet_attributes(67, anim, |
428 self._getval(sprite_idx_offset), | |
428 self._getval(bullets_per_shot), | 429 self._getval(bullets_per_shot), |
429 self._getval(number_of_shots), | 430 self._getval(number_of_shots), |
430 self._getval(speed), | 431 self._getval(speed), |
431 self._getval(speed2), | 432 self._getval(speed2), |
432 self._getval(launch_angle), | 433 self._getval(launch_angle), |
433 self._getval(angle), | 434 self._getval(angle), |
434 flags) | 435 flags) |
435 | 436 |
436 | 437 |
437 @instruction(68) | 438 @instruction(68) |
438 def set_bullet_attributes2(self, bullet_anim, launch_anim, bullets_per_shot, | 439 def set_bullet_attributes2(self, anim, sprite_idx_offset, bullets_per_shot, |
439 number_of_shots, speed, speed2, launch_angle, | 440 number_of_shots, speed, speed2, launch_angle, |
440 angle, flags): | 441 angle, flags): |
441 self._enemy.set_bullet_attributes(68, bullet_anim, launch_anim, | 442 self._enemy.set_bullet_attributes(68, anim, |
443 self._getval(sprite_idx_offset), | |
442 self._getval(bullets_per_shot), | 444 self._getval(bullets_per_shot), |
443 self._getval(number_of_shots), | 445 self._getval(number_of_shots), |
444 self._getval(speed), | 446 self._getval(speed), |
445 self._getval(speed2), | 447 self._getval(speed2), |
446 self._getval(launch_angle), | 448 self._getval(launch_angle), |
447 self._getval(angle), | 449 self._getval(angle), |
448 flags) | 450 flags) |
449 | 451 |
450 | 452 |
451 @instruction(69) | 453 @instruction(69) |
452 def set_bullet_attributes3(self, bullet_anim, launch_anim, bullets_per_shot, | 454 def set_bullet_attributes3(self, anim, sprite_idx_offset, bullets_per_shot, |
453 number_of_shots, speed, speed2, launch_angle, | 455 number_of_shots, speed, speed2, launch_angle, |
454 angle, flags): | 456 angle, flags): |
455 self._enemy.set_bullet_attributes(69, bullet_anim, launch_anim, | 457 self._enemy.set_bullet_attributes(69, anim, |
458 self._getval(sprite_idx_offset), | |
456 self._getval(bullets_per_shot), | 459 self._getval(bullets_per_shot), |
457 self._getval(number_of_shots), | 460 self._getval(number_of_shots), |
458 self._getval(speed), | 461 self._getval(speed), |
459 self._getval(speed2), | 462 self._getval(speed2), |
460 self._getval(launch_angle), | 463 self._getval(launch_angle), |
461 self._getval(angle), | 464 self._getval(angle), |
462 flags) | 465 flags) |
463 | 466 |
464 | 467 |
465 @instruction(70) | 468 @instruction(70) |
466 def set_bullet_attributes4(self, bullet_anim, launch_anim, bullets_per_shot, | 469 def set_bullet_attributes4(self, anim, sprite_idx_offset, bullets_per_shot, |
467 number_of_shots, speed, speed2, launch_angle, | 470 number_of_shots, speed, speed2, launch_angle, |
468 angle, flags): | 471 angle, flags): |
469 self._enemy.set_bullet_attributes(67, bullet_anim, launch_anim, | 472 self._enemy.set_bullet_attributes(70, anim, |
473 self._getval(sprite_idx_offset), | |
470 self._getval(bullets_per_shot), | 474 self._getval(bullets_per_shot), |
471 self._getval(number_of_shots), | 475 self._getval(number_of_shots), |
472 self._getval(speed), | 476 self._getval(speed), |
473 self._getval(speed2), | 477 self._getval(speed2), |
474 self._getval(launch_angle), | 478 self._getval(launch_angle), |
475 self._getval(angle), | 479 self._getval(angle), |
476 flags) | 480 flags) |
477 | 481 |
478 | 482 |
479 @instruction(71) | 483 @instruction(71) |
480 def set_bullet_attributes5(self, bullet_anim, launch_anim, bullets_per_shot, | 484 def set_bullet_attributes5(self, anim, sprite_idx_offset, bullets_per_shot, |
481 number_of_shots, speed, speed2, launch_angle, | 485 number_of_shots, speed, speed2, launch_angle, |
482 angle, flags): | 486 angle, flags): |
483 self._enemy.set_bullet_attributes(71, bullet_anim, launch_anim, | 487 self._enemy.set_bullet_attributes(71, anim, |
488 self._getval(sprite_idx_offset), | |
484 self._getval(bullets_per_shot), | 489 self._getval(bullets_per_shot), |
485 self._getval(number_of_shots), | 490 self._getval(number_of_shots), |
486 self._getval(speed), | 491 self._getval(speed), |
487 self._getval(speed2), | 492 self._getval(speed2), |
488 self._getval(launch_angle), | 493 self._getval(launch_angle), |
489 self._getval(angle), | 494 self._getval(angle), |
490 flags) | 495 flags) |
491 | 496 |
492 | 497 |
493 | |
494 @instruction(76) | 498 @instruction(76) |
495 def set_bullet_interval(self, value): | 499 def set_bullet_interval(self, value): |
496 self._enemy.bullet_launch_interval = value | 500 self._enemy.bullet_launch_interval = value |
497 | 501 |
498 | 502 |
499 @instruction(77) | 503 @instruction(77) |
500 def set_bullet_interval_ex(self, value): | 504 def set_bullet_interval_ex(self, value): |
501 self.set_bullet_interval(value) | 505 self._enemy.bullet_launch_interval = value |
502 #TODO: set counter to random() * bullet_launch_interval | 506 self._enemy.bullet_launch_timer = int(self._game_state.prng.rand_double() * value) #TODO: check |
503 | 507 |
504 | 508 |
505 @instruction(78) | 509 @instruction(78) |
506 def set_delay_attack(self): | 510 def set_delay_attack(self): |
507 self._enemy.delay_attack = True | 511 self._enemy.delay_attack = True |
626 | 630 |
627 | 631 |
628 @instruction(120) | 632 @instruction(120) |
629 def set_automatic_orientation(self, flags): | 633 def set_automatic_orientation(self, flags): |
630 #TODO: does it change anything else than the sprite's rotation? | 634 #TODO: does it change anything else than the sprite's rotation? |
631 self._enemy.automatic_orientation = bool(flags & 1) #TODO: name | 635 self._enemy.automatic_orientation = bool(flags & 1) |
632 | 636 |
633 | 637 |
634 @instruction(123) | 638 @instruction(123) |
635 def skip_frames(self, frames): | 639 def skip_frames(self, frames): |
636 #TODO: is that all? | 640 #TODO: is that all? |