Mercurial > touhou
diff pytouhou/games/eosd.py @ 235:e59bd7979ddc
Do a little cleanup, and fix PCB SHT usage.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Sat, 31 Dec 2011 16:31:10 +0100 |
parents | 067f6d9c562b |
children | 8fa660da5f0c |
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--- a/pytouhou/games/eosd.py +++ b/pytouhou/games/eosd.py @@ -18,7 +18,6 @@ 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 pytouhou.game.orb import Orb from math import pi @@ -41,7 +40,7 @@ class EoSDGame(Game): 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), #Power ItemType(etama3, 1, 8), #Point ItemType(etama3, 2, 9), #Big power @@ -51,10 +50,7 @@ class EoSDGame(Game): ItemType(etama3, 6, 13)] #Star characters = resource_loader.get_eosd_characters('102h.exe') - - players = [] - for player in player_states: - players.append(EoSDPlayer(player, self, resource_loader, sht=characters[player.character])) + players = [EoSDPlayer(state, self, resource_loader, characters[state.character]) for state in player_states] Game.__init__(self, resource_loader, players, stage, rank, difficulty, bullet_types, item_types, nb_bullets_max=640, **kwargs) @@ -62,16 +58,13 @@ class EoSDGame(Game): class EoSDPlayer(Player): - def __init__(self, state, game, resource_loader, speeds=None, hitbox_size=2.5, graze_hitbox_size=42., sht=None): - self.sht = sht + def __init__(self, state, game, resource_loader, character): + self.sht = character[0] + self.focused_sht = character[1] anm_wrapper = resource_loader.get_anm_wrapper(('player0%d.anm' % (state.character // 2),)) self.anm_wrapper = anm_wrapper - Player.__init__(self, state, game, anm_wrapper, - speeds=(self.sht.horizontal_vertical_speed, - self.sht.diagonal_speed, - self.sht.horizontal_vertical_focused_speed, - self.sht.diagonal_focused_speed)) + Player.__init__(self, state, game, anm_wrapper) self.orbs = [Orb(self.anm_wrapper, 128, self.state, None), Orb(self.anm_wrapper, 129, self.state, None)] @@ -123,44 +116,3 @@ class EoSDPlayer(Player): for orb in self.orbs: orb.update() - - def fire(self): - sht = self.sht - power = min(power for power in sht.shots if self.state.power < power) - - bullets = self._game.players_bullets - nb_bullets_max = self._game.nb_bullets_max - - for shot in sht.shots[power]: - if shot.type == 3: # TODO: Lasers aren't implemented yet - continue - - if self.fire_time % shot.interval != shot.delay: - continue - - if nb_bullets_max is not None and len(bullets) == nb_bullets_max: - break - - origin = self.orbs[shot.orb - 1] if shot.orb else self - x = origin.x + shot.pos[0] - y = origin.y + shot.pos[1] - - #TODO: find a better way to do that. - bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, - shot.sprite % 256 + 32, #TODO: find the real cancel anim - 0, 0, 0, 0.) - if shot.type == 2: - #TODO: triple-check acceleration! - bullets.append(Bullet((x, y), bullet_type, 0, - shot.angle, shot.speed, - (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), - 16, self, self._game, player_bullet=True, - damage=shot.damage, hitbox=shot.hitbox)) - #TODO: types 1 and 4 - else: - bullets.append(Bullet((x, y), bullet_type, 0, - shot.angle, shot.speed, - (0, 0, 0, 0, 0., 0., 0., 0.), - 0, self, self._game, player_bullet=True, - damage=shot.damage, hitbox=shot.hitbox)) -