Mercurial > touhou
diff pytouhou/game/laser.pyx @ 471:06f0eeb519bb
Make Laser and Orb extension types, and use that where possible.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Mon, 16 Sep 2013 18:42:04 +0200 |
parents | pytouhou/game/laser.py@5bb7d2c0ff46 |
children | 8038f1957b71 |
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copy from pytouhou/game/laser.py copy to pytouhou/game/laser.pyx --- a/pytouhou/game/laser.py +++ b/pytouhou/game/laser.pyx @@ -12,18 +12,13 @@ ## GNU General Public License for more details. ## -from math import cos, sin, pi +from libc.math cimport cos, sin, M_PI as pi -from pytouhou.game.element import Element from pytouhou.vm.anmrunner import ANMRunner -from pytouhou.game.sprite import Sprite -STARTING, STARTED, STOPPING = range(3) - - -class LaserLaunchAnim(Element): - def __init__(self, laser, anm, index): +cdef class LaserLaunchAnim(Element): + def __init__(self, Laser laser, anm, unsigned long index): Element.__init__(self, (0, 0)) self._laser = laser @@ -33,9 +28,9 @@ class LaserLaunchAnim(Element): self.sprite.blendfunc = 1 - def update(self): + cpdef update(self): laser = self._laser - length = min(laser.end_offset - laser.start_offset, laser.max_length) + length = <double>min(laser.end_offset - laser.start_offset, laser.max_length) offset = laser.end_offset - length dx, dy = cos(laser.angle), sin(laser.angle) @@ -51,12 +46,14 @@ class LaserLaunchAnim(Element): -class Laser(Element): - def __init__(self, base_pos, laser_type, sprite_idx_offset, - angle, speed, start_offset, end_offset, max_length, width, - start_duration, duration, stop_duration, - grazing_delay, grazing_extra_duration, - game): +cdef class Laser(Element): + def __init__(self, tuple base_pos, laser_type, + unsigned long sprite_idx_offset, double angle, double speed, + double start_offset, double end_offset, double max_length, + double width, unsigned long start_duration, + unsigned long duration, unsigned long stop_duration, + unsigned long grazing_delay, + unsigned long grazing_extra_duration, Game game): Element.__init__(self, (0, 0)) self._game = game @@ -77,7 +74,7 @@ class Laser(Element): self.grazing_extra_duration = grazing_extra_duration self.sprite_idx_offset = sprite_idx_offset - self.base_pos = base_pos + self.set_base_pos(base_pos[0], base_pos[1]) self.angle = angle self.speed = speed self.start_offset = start_offset @@ -88,8 +85,8 @@ class Laser(Element): self.set_anim() - def set_anim(self, sprite_idx_offset=None): - if sprite_idx_offset is not None: + cdef void set_anim(self, long sprite_idx_offset=-1): + if sprite_idx_offset >= 0: self.sprite_idx_offset = sprite_idx_offset lt = self._laser_type @@ -99,19 +96,25 @@ class Laser(Element): self.sprite, self.sprite_idx_offset) - def _check_collision(self, point, border_size): + cpdef set_base_pos(self, double x, double y): + self.base_pos[:] = [x, y] + + + cdef bint _check_collision(self, double point[2], double border_size): + cdef double c1[2], c2[2], c3[2] + x, y = point[0] - self.base_pos[0], point[1] - self.base_pos[1] dx, dy = cos(self.angle), sin(self.angle) dx2, dy2 = -dy, dx - length = min(self.end_offset - self.start_offset, self.max_length) + length = <double>min(self.end_offset - self.start_offset, self.max_length) offset = self.end_offset - length - border_size / 2. end_offset = self.end_offset + border_size / 2. half_width = self.width / 4. + border_size / 2. - c1 = dx * offset - dx2 * half_width, dy * offset - dy2 * half_width - c2 = dx * offset + dx2 * half_width, dy * offset + dy2 * half_width - c3 = dx * end_offset + dx2 * half_width, dy * end_offset + dy2 * half_width + c1[:] = [dx * offset - dx2 * half_width, dy * offset - dy2 * half_width] + c2[:] = [dx * offset + dx2 * half_width, dy * offset + dy2 * half_width] + c3[:] = [dx * end_offset + dx2 * half_width, dy * end_offset + dy2 * half_width] vx, vy = x - c2[0], y - c2[1] v1x, v1y = c1[0] - c2[0], c1[1] - c2[1] v2x, v2y = c3[0] - c2[0], c3[1] - c2[1] @@ -120,14 +123,14 @@ class Laser(Element): and 0 <= vx * v2x + vy * v2y <= v2x * v2x + v2y * v2y) - def check_collision(self, point): + cdef bint check_collision(self, double point[2]): if self.state != STARTED: return False return self._check_collision(point, 2.5) - def check_grazing(self, point): + cdef bint check_grazing(self, double point[2]): #TODO: quadruple check! if self.state == STOPPING and self.frame >= self.grazing_extra_duration: return False @@ -141,7 +144,7 @@ class Laser(Element): def get_bullets_pos(self): #TODO: check - length = min(self.end_offset - self.start_offset, self.max_length) + length = <double>min(self.end_offset - self.start_offset, self.max_length) offset = self.end_offset - length dx, dy = cos(self.angle), sin(self.angle) while self.start_offset <= offset < self.end_offset: @@ -149,20 +152,20 @@ class Laser(Element): offset += 48. - def cancel(self): + cpdef cancel(self): self.grazing_extra_duration = 0 if self.state != STOPPING: self.frame = 0 self.state = STOPPING - def update(self): + cpdef update(self): if self.anmrunner is not None and not self.anmrunner.run_frame(): self.anmrunner = None self.end_offset += self.speed - length = min(self.end_offset - self.start_offset, self.max_length) # TODO + length = <double>min(self.end_offset - self.start_offset, self.max_length) # TODO if self.state == STARTING: if self.frame == self.start_duration: self.frame = 0 @@ -182,7 +185,8 @@ class Laser(Element): width = self.width * (1. - float(self.frame) / self.stop_duration) #TODO offset = self.end_offset - length / 2. - self.x, self.y = self.base_pos[0] + offset * cos(self.angle), self.base_pos[1] + offset * sin(self.angle) + self.x = self.base_pos[0] + offset * cos(self.angle) + self.y = self.base_pos[1] + offset * sin(self.angle) self.sprite.visible = (width > 0 and length > 0) self.sprite.width_override = width self.sprite.height_override = length @@ -193,15 +197,16 @@ class Laser(Element): self.frame += 1 -class PlayerLaser(Element): - def __init__(self, laser_type, sprite_idx_offset, hitbox, damage, - angle, offset, duration, origin): +cdef class PlayerLaser(Element): + def __init__(self, laser_type, unsigned long sprite_idx_offset, + tuple hitbox, unsigned long damage, double angle, + double offset, unsigned long duration, Element origin): Element.__init__(self) self._laser_type = laser_type self.origin = origin - self.hitbox = hitbox[0], hitbox[1] + self.hitbox[:] = [hitbox[0], hitbox[1]] self.frame = 0 self.duration = duration @@ -214,18 +219,8 @@ class PlayerLaser(Element): self.set_anim() - @property - def x(self): - return self.origin.x + self.offset * cos(self.angle) - - - @property - def y(self): - return self.origin.y / 2. + self.offset * sin(self.angle) - - - def set_anim(self, sprite_idx_offset=None): - if sprite_idx_offset is not None: + cdef void set_anim(self, long sprite_idx_offset=-1): + if sprite_idx_offset >= 0: self.sprite_idx_offset = sprite_idx_offset lt = self._laser_type @@ -235,11 +230,11 @@ class PlayerLaser(Element): #self.sprite.blendfunc = 1 #XXX - def cancel(self): + cdef void cancel(self): self.anmrunner.interrupt(1) - def update(self): + cdef void update(self): if self.anmrunner is not None and not self.anmrunner.run_frame(): self.anmrunner = None self.removed = True @@ -252,5 +247,7 @@ class PlayerLaser(Element): self.sprite.height_override = length self.sprite.changed = True #TODO + self.x = self.origin.x + self.offset * cos(self.angle) + self.y = self.origin.y / 2. + self.offset * sin(self.angle) + self.frame += 1 -