Mercurial > touhou
view 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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# -*- 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