view pytouhou/games/eosd.py @ 233:067f6d9c562b

Fix replay handling a bit
author Thibaut Girka <thib@sitedethib.com>
date Sat, 31 Dec 2011 02:50:04 +0100
parents 8843e26f80c3
children e59bd7979ddc
line wrap: on
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# -*- 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.utils.interpolator import Interpolator

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


SQ2 = 2. ** 0.5 / 2.


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), #Power
                      ItemType(etama3, 1, 8), #Point
                      ItemType(etama3, 2, 9), #Big power
                      ItemType(etama3, 3, 10), #Bomb
                      ItemType(etama3, 4, 11), #Full power
                      ItemType(etama3, 5, 12), #1up
                      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]))

        Game.__init__(self, resource_loader, players, stage, rank, difficulty,
                      bullet_types, item_types, nb_bullets_max=640, **kwargs)



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
        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))

        self.orbs = [Orb(self.anm_wrapper, 128, self.state, None),
                     Orb(self.anm_wrapper, 129, self.state, None)]

        self.orbs[0].offset_x = -24
        self.orbs[1].offset_x = 24

        self.orb_dx_interpolator = None
        self.orb_dy_interpolator = None


    def start_focusing(self):
        self.orb_dx_interpolator = Interpolator((24,), self._game.frame,
                                                (8,), self._game.frame + 8,
                                                lambda x: x ** 2)
        self.orb_dy_interpolator = Interpolator((0,), self._game.frame,
                                                (-32,), self._game.frame + 8)
        self.state.focused = True


    def stop_focusing(self):
        self.orb_dx_interpolator = Interpolator((8,), self._game.frame,
                                                (24,), self._game.frame + 8,
                                                lambda x: x ** 2)
        self.orb_dy_interpolator = Interpolator((-32,), self._game.frame,
                                                (0,), self._game.frame + 8)
        self.state.focused = False


    def objects(self):
        return self.orbs if self.state.power >= 8 else []


    def update(self, keystate):
        Player.update(self, keystate)

        if self.death_time == 0 or self._game.frame - self.death_time > 60:
            if self.orb_dx_interpolator:
                self.orb_dx_interpolator.update(self._game.frame)
                dx, = self.orb_dx_interpolator.values
                self.orbs[0].offset_x = -dx
                self.orbs[1].offset_x = dx
            if self.orb_dy_interpolator:
                self.orb_dy_interpolator.update(self._game.frame)
                dy, = self.orb_dy_interpolator.values
                self.orbs[0].offset_y = dy
                self.orbs[1].offset_y = dy

        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))