Mercurial > touhou
view pytouhou/vm/msgrunner.py @ 792:11bc22bad1bf default tip
python: Replace the image crate with png
We weren’t using any of its features anyway, so the png crate is exactly what
we need, without the many heavy dependencies of image.
https://github.com/image-rs/image-png/pull/670 will eventually make it even
faster to build.
| author | Link Mauve <linkmauve@linkmauve.fr> |
|---|---|
| date | Sat, 17 Jan 2026 22:22:25 +0100 |
| parents | ec1e06402a97 |
| children |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2012 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.helpers import get_logger from pytouhou.vm.common import MetaRegistry, instruction from pytouhou.game import NextStage logger = get_logger(__name__) class MSGRunner(metaclass=MetaRegistry): __slots__ = ('_msg', '_game', 'frame', 'sleep_time', 'allow_skip', 'skipping', 'frozen', 'ended', 'instruction_pointer', 'handlers') def __init__(self, msg, script, game): self._msg = msg.msgs[script + 10 * (game.players[0].character // 2)] self._game = game self.handlers = self._handlers[6] self.frame = 0 self.sleep_time = 0 self.allow_skip = True self.skipping = False self.frozen = False self.ended = False self.instruction_pointer = 0 def run_iteration(self): while True: if self.ended: return False try: frame, instr_type, args = self._msg[self.instruction_pointer] except IndexError: self.end() return False if frame > self.frame: break else: self.instruction_pointer += 1 if frame == self.frame: try: callback = self.handlers[instr_type] except KeyError: logger.warning('unhandled msg opcode %d (args: %r)', instr_type, args) else: callback(self, *args) if not self.frozen: if self.sleep_time > 0: self.sleep_time -= 1 else: self.frame += 1 return True def skip(self): self.sleep_time = 0 def end(self): self._game.msg_runner = None self._game.msg_wait = False self.ended = True texts = self._game.texts if 'boss_name' in texts: del texts['boss_name'] if 'boss_title' in texts: del texts['boss_title'] if 'dialog_0' in texts: del texts['dialog_0'] if 'dialog_1' in texts: del texts['dialog_1'] @instruction(0) def unknown0(self): if self.allow_skip: raise Exception #TODO: seems to crash the game, but why? self.end() @instruction(1) def enter(self, side, effect): self._game.new_face(side, effect) @instruction(2) def change_face(self, side, index): face = self._game.faces[side] if face: face.load(index) @instruction(3) def display_text(self, side, index, text): texts = self._game.texts if index == 0: if 'dialog_0' in texts: del texts['dialog_0'] if 'dialog_1' in texts: del texts['dialog_1'] texts['dialog_%d' % index] = self._game.new_native_text((64, 372 + index * 24), text) texts['dialog_%d' % index].set_timeout(0, effect='fadeout', duration=15) @instruction(4) def pause(self, duration): if not (self.skipping and self.allow_skip): self.sleep_time = duration @instruction(5) def animate(self, side, effect): face = self._game.faces[side] if face: face.animate(effect) @instruction(6) def spawn_enemy_sprite(self): self._game.msg_wait = False @instruction(7) def change_music(self, track): self._game.music.play_bgm(track) @instruction(8) def display_description(self, side, index, text): assert side == 1 # It shouldn’t crash when it’s something else. key = 'boss_name' if index == 0 else 'boss_title' self._game.texts[key] = self._game.new_native_text((336, 320 + index * 18), text, align='right') @instruction(10) def freeze(self): self.frozen = True @instruction(11) def next_stage(self): raise NextStage @instruction(13) def set_allow_skip(self, boolean): self.allow_skip = bool(boolean)
