Mercurial > touhou
diff pytouhou/games/eosd.py @ 196:1e501e3b6645
Add a subclass for each character, and implement player attacks.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 29 Oct 2011 14:21:42 -0700 |
parents | |
children | e1bc8c4cbb1a |
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new file mode 100644 --- /dev/null +++ b/pytouhou/games/eosd.py @@ -0,0 +1,251 @@ +# -*- encoding: utf-8 -*- +## +## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> +## +## This program is free software; you can redistribute it and/or modify +## it under the terms of the GNU General Public License as published +## by the Free Software Foundation; version 3 only. +## +## This program is distributed in the hope that it will be useful, +## but WITHOUT ANY WARRANTY; without even the implied warranty of +## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +## GNU General Public License for more details. +## + + +from pytouhou.game.game import Game +from pytouhou.game.bullettype import BulletType +from pytouhou.game.itemtype import ItemType +from pytouhou.game.player import Player +from pytouhou.game.bullet import Bullet + +from math import pi + + +class EoSDGame(Game): + def __init__(self, resource_loader, player_states, stage, rank, difficulty, **kwargs): + etama3 = resource_loader.get_anm_wrapper(('etama3.anm',)) + etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) + bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4), + BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6), + BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4), + BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6), + BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5), + BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4), + BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16), + BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11), + BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9), + BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)] + #TODO: hitbox + item_types = [ItemType(etama3, 0, 7, hitbox_size=42, score=10), #Power + ItemType(etama3, 1, 8, hitbox_size=42, score=100000), #Point, TODO: changes for hard, lunatic and poc + ItemType(etama3, 2, 9, hitbox_size=42, score=10), #Big power + ItemType(etama3, 3, 10, hitbox_size=42), #Bomb + ItemType(etama3, 4, 11, hitbox_size=42, score=1000), #Full power + ItemType(etama3, 5, 12, hitbox_size=42), #1up + ItemType(etama3, 6, 13, hitbox_size=42, score=500)] #Star + + eosd_characters = [ReimuA, ReimuB, MarisaA, MarisaB] + players = [] + for player in player_states: + players.append(eosd_characters[player.character](player, self, resource_loader)) + + Game.__init__(self, resource_loader, players, stage, rank, difficulty, + bullet_types, item_types, nb_bullets_max=640, **kwargs) + + +class Reimu(Player): + def __init__(self, state, game, resource_loader): + anm_wrapper = resource_loader.get_anm_wrapper(('player00.anm',)) + self.bullet_angle = pi/30 #TODO: check + + Player.__init__(self, state, game, anm_wrapper, speed=4.) + + + def fire(self): + if self.fire_time % self.bullet_launch_interval == 0: + if self.state.power < 16: + bullets_per_shot = 1 + elif self.state.power < 48: + bullets_per_shot = 2 + elif self.state.power < 96: + bullets_per_shot = 3 + elif self.state.power < 128: + bullets_per_shot = 4 + elif self.state.power >= 128: + bullets_per_shot = 5 + + bullets = self._game.players_bullets + nb_bullets_max = self._game.nb_bullets_max + + bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. + for bullet_nb in range(bullets_per_shot): + if nb_bullets_max is not None and len(bullets) == nb_bullets_max: + break + + bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, + bullet_angle, self.bullet_speed, + (0, 0, 0, 0, 0., 0., 0., 0.), + 0, self, self._game, player_bullet=True)) + bullet_angle += self.bullet_angle + + +class ReimuA(Reimu): + def __init__(self, state, game, resource_loader): + Reimu.__init__(self, state, game, resource_loader) + + self.bulletA_type = BulletType(self.anm_wrapper, 65, 97, 0, 0, 0, hitbox_size=4, damage=48) #TODO: verify the hitbox and damages. + self.bulletA_speed = 12. + + + def fire(self): + Reimu.fire(self) + + if self.state.power < 8: + return + + else: + pass #TODO + + +class ReimuB(Reimu): + def __init__(self, state, game, resource_loader): + Reimu.__init__(self, state, game, resource_loader) + + self.bulletB_type = BulletType(self.anm_wrapper, 66, 98, 0, 0, 0, hitbox_size=4, damage=48) #TODO: verify the hitbox and damages. + self.bulletB_speed = 22. + + + def fire_spine(self, offset_x): + bullets = self._game.players_bullets + nb_bullets_max = self._game.nb_bullets_max + + if nb_bullets_max is not None and len(bullets) == nb_bullets_max: + return + + bullets.append(Bullet((self.x + offset_x, self.y), self.bulletB_type, 0, + self.bullet_launch_angle, self.bulletB_speed, + (0, 0, 0, 0, 0., 0., 0., 0.), + 0, self, self._game, player_bullet=True)) + + + def fire(self): + Reimu.fire(self) + + if self.state.power < 8: + return + + elif self.state.power < 16: + if self.fire_time % 15 == 0: + for offset in (-24, 24): + self.fire_spine(offset) + + elif self.state.power < 32: + if self.fire_time % 10 == 0: + for offset in (-24, 24): + self.fire_spine(offset) + + elif self.state.power < 48: + if self.fire_time % 8 == 0: + for offset in (-24, 24): + self.fire_spine(offset) + + elif self.state.power < 96: + if self.fire_time % 5 == 0: + for offset in (-16, 32): + self.fire_spine(offset) + if self.fire_time % 8 == 0: + for offset in (-32, 16): + self.fire_spine(offset) + + elif self.state.power < 128: + if self.fire_time % 3 == 0: + for offset in (-12, 36): + self.fire_spine(offset) + if self.fire_time % 5 == 0: + for offset in (-36, 12): + self.fire_spine(offset) + if self.fire_time % 10 == 0: + for offset in (-24, 24): + self.fire_spine(offset) + + else: + if self.fire_time % 3 == 0: + for offset in (-36, -12, 12, 36): + self.fire_spine(offset) + if self.fire_time % 5 == 0: + for offset in (-24, 24): + self.fire_spine(offset) + + +class Marisa(Player): + def __init__(self, state, game, resource_loader): + anm_wrapper = resource_loader.get_anm_wrapper(('player01.anm',)) + self.bullet_angle = pi/40 #TODO: check + + Player.__init__(self, state, game, anm_wrapper, speed=5.) + + + def fire(self): + if self.fire_time % self.bullet_launch_interval == 0: + if self.state.power < 32: + bullets_per_shot = 1 + elif self.state.power < 96: + bullets_per_shot = 2 + elif self.state.power < 128: + bullets_per_shot = 3 + elif self.state.power >= 128: + bullets_per_shot = 5 + + bullets = self._game.players_bullets + nb_bullets_max = self._game.nb_bullets_max + + bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2. + for bullet_nb in range(bullets_per_shot): + if nb_bullets_max is not None and len(bullets) == nb_bullets_max: + break + + bullets.append(Bullet((self.x, self.y), self.bullet_type, 0, + bullet_angle, self.bullet_speed, + (0, 0, 0, 0, 0., 0., 0., 0.), + 0, self, self._game, player_bullet=True)) + bullet_angle += self.bullet_angle + + +class MarisaA(Marisa): + def __init__(self, state, game, resource_loader): + Marisa.__init__(self, state, game, resource_loader) + + #TODO: verify the hitbox and damages. + self.bulletA_types = [BulletType(self.anm_wrapper, 65, 0, 0, 0, 0, hitbox_size=4, damage=48), + BulletType(self.anm_wrapper, 66, 0, 0, 0, 0, hitbox_size=4, damage=48), + BulletType(self.anm_wrapper, 67, 0, 0, 0, 0, hitbox_size=4, damage=48), + BulletType(self.anm_wrapper, 68, 0, 0, 0, 0, hitbox_size=4, damage=48)] + self.bulletA_speed_interpolator = None + + + def fire(self): + Marisa.fire(self) + + if self.state.power < 8: + return + + else: + pass #TODO + + +class MarisaB(Marisa): + def __init__(self, state, game, resource_loader): + Marisa.__init__(self, state, game, resource_loader) + + self.laser_type = None + + + def fire(self): + Marisa.fire(self) + + if self.state.power < 8: + return + + else: + pass #TODO