Mercurial > touhou
diff pytouhou/game/game.py @ 193:9f58e2a6e950
Fix particles, fix "random" item popping, change update order to match the original game's more closely.
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Fri, 28 Oct 2011 12:38:26 +0200 |
parents | 5e84dfd153ab |
children | 1e501e3b6645 |
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--- a/pytouhou/game/game.py +++ b/pytouhou/game/game.py @@ -48,8 +48,6 @@ class Game(object): self.difficulty = difficulty self.boss = None self.spellcard = None - self.deaths_count = 0 - self.next_bonus = 0 self.bonus_list = [0,0,1,0,1,0,0,1,1,1,0,0,0,1,1,0,1,0,1,0,1,0,1,0,1,0,0,1,1,1,0,2] self.prng = prng or Random() self.frame = 0 @@ -60,10 +58,9 @@ class Game(object): ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) self.ecl_runner = ECLMainRunner(ecl, self) - #TODO: The game calls it two times. What for? # See 102h.exe@0x413220 if you think you're brave enough. - self.prng.rand_uint16() - self.prng.rand_uint16() + self.deaths_count = self.prng.rand_uint16() % 3 + self.next_bonus = self.prng.rand_uint16() % 8 def drop_bonus(self, x, y, _type, end_pos=None): @@ -87,8 +84,8 @@ class Game(object): self.effects.append(Effect(pos, anim, self.etama4)) - def new_particle(self, pos, color, size, amp, delay=False): - self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, amp, delay, self)) + def new_particle(self, pos, color, size, amp): + self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, amp, self)) def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score): @@ -108,8 +105,49 @@ class Game(object): self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] self.items = [item for item in self.items if not item._removed] + # 3. Let's play! - #TODO: check update orders + # In the original game, updates are done in prioritized functions called "chains" + # We have to mimic this functionnality to be replay-compatible with the official game. + + # Pri 6 is background + self.update_players(keystate) # Pri 7 + self.update_enemies() # Pri 9 + self.update_effects() # Pri 10 + self.update_bullets() # Pri 11 + # Pri 12 is HUD + + # 4. Cleaning + self.cleanup() + + self.frame += 1 + + + def update_enemies(self): + for enemy in self.enemies: + enemy.update() + + # Check for collisions + for enemy in self.enemies: + ex, ey = enemy.x, enemy.y + ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size + ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x + ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y + + for bullet in self.players_bullets: + half_size = bullet.hitbox_half_size + bx, by = bullet.x, bullet.y + bx1, bx2 = bx - half_size, bx + half_size + by1, by2 = by - half_size, by + half_size + + if not (bx2 < ex1 or bx1 > ex2 + or by2 < ey1 or by1 > ey2): + bullet.collide() + enemy.on_attack(bullet) + player.state.score += 90 # found experimentally + + + def update_players(self, keystate): for player in self.players: player.update(keystate) #TODO: differentiate keystates (multiplayer mode) if player.state.x < 8.: @@ -121,26 +159,53 @@ class Game(object): if player.state.y > 448.-16: #TODO player.state.y = 448.-16 - for enemy in self.enemies: - enemy.update() - - for enemy in self.effects: - enemy.update() - - for bullet in self.bullets: + for bullet in self.players_bullets: bullet.update() + # Check for collisions + for player in self.players: + if not player.state.touchable: + continue + + px, py = player.x, player.y + phalf_size = player.hitbox_half_size + px1, px2 = px - phalf_size, px + phalf_size + py1, py2 = py - phalf_size, py + phalf_size + + ghalf_size = player.graze_hitbox_half_size + gx1, gx2 = px - ghalf_size, px + ghalf_size + gy1, gy2 = py - ghalf_size, py + ghalf_size + + #TODO: Should that be done here or in update_enemies? + for enemy in self.enemies: + half_size_x, half_size_y = enemy.hitbox_half_size + bx, by = enemy.x, enemy.y + bx1, bx2 = bx - half_size_x, bx + half_size_x + by1, by2 = by - half_size_y, by + half_size_y + + #TODO: box-box or point-in-box? + if enemy.touchable and not (bx2 < px1 or bx1 > px2 + or by2 < py1 or by1 > py2): + enemy.on_collide() + if player.state.invulnerable_time == 0: + player.collide() + + + def update_effects(self): + for effect in self.effects: + effect.update() + + + def update_bullets(self): for bullet in self.cancelled_bullets: bullet.update() - for bullet in self.players_bullets: + for bullet in self.bullets: bullet.update() for item in self.items: item.update() - # 4. Check for collisions! - #TODO for player in self.players: if not player.state.touchable: continue @@ -171,22 +236,10 @@ class Game(object): bullet.grazed = True player.state.graze += 1 player.state.score += 500 # found experimentally - self.new_particle((px, py), 0, .8, 192, delay=True) #TODO: find the real size and range. + self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range. #TODO: display a static particle during one frame at # 12 pixels of the player, in the axis of the “collision”. - for enemy in self.enemies: - half_size_x, half_size_y = enemy.hitbox_half_size - bx, by = enemy.x, enemy.y - bx1, bx2 = bx - half_size_x, bx + half_size_x - by1, by2 = by - half_size_y, by + half_size_y - - if enemy.touchable and not (bx2 < px1 or bx1 > px2 - or by2 < py1 or by1 > py2): - enemy.on_collide() - if player.state.invulnerable_time == 0: - player.collide() - for item in self.items: half_size = item.hitbox_half_size bx, by = item.x, item.y @@ -197,29 +250,6 @@ class Game(object): or by2 < py1 or by1 > py2): player.collect(item) - for enemy in self.enemies: - ex, ey = enemy.x, enemy.y - ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size - ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x - ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y - - for bullet in self.players_bullets: - half_size = bullet.hitbox_half_size - bx, by = bullet.x, bullet.y - bx1, bx2 = bx - half_size, bx + half_size - by1, by2 = by - half_size, by + half_size - - if not (bx2 < ex1 or bx1 > ex2 - or by2 < ey1 or by1 > ey2): - bullet.collide() - enemy.on_attack(bullet) - player.state.score += 90 # found experimentally - - # 5. Cleaning - self.cleanup() - - self.frame += 1 - def cleanup(self): # Filter out non-visible enemies