Mercurial > touhou
view pytouhou/vm/anmrunner.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 | e7902309305c |
children | 741860192b56 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## ## 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 random import randrange from pytouhou.utils.helpers import get_logger from pytouhou.vm.common import MetaRegistry, instruction logger = get_logger(__name__) class ANMRunner(object): __metaclass__ = MetaRegistry __slots__ = ('_anm_wrapper', '_sprite', '_running', 'sprite_index_offset', 'script', 'instruction_pointer', 'frame') def __init__(self, anm_wrapper, script_id, sprite, sprite_index_offset=0): self._anm_wrapper = anm_wrapper self._sprite = sprite self._running = True anm, self.script = anm_wrapper.get_script(script_id) self.frame = 0 self.instruction_pointer = 0 self.sprite_index_offset = sprite_index_offset def run_frame(self): if not self._running: return False sprite = self._sprite while self._running: frame, opcode, args = self.script[self.instruction_pointer] if frame > self.frame: break else: self.instruction_pointer += 1 if frame == self.frame: try: callback = self._handlers[opcode] except KeyError: logger.warn('unhandled opcode %d (args: %r)', opcode, args) else: callback(self, *args) sprite._changed = True self.frame += 1 # Update sprite sprite.frame += 1 if sprite.rotations_speed_3d != (0., 0., 0.): ax, ay, az = sprite.rotations_3d sax, say, saz = sprite.rotations_speed_3d sprite.rotations_3d = ax + sax, ay + say, az + saz sprite._changed = True if sprite.scale_speed != (0., 0.): rx, ry = sprite.rescale rsx, rsy = sprite.scale_speed sprite.rescale = rx + rsx, ry + rsy sprite._changed = True if sprite.fade_interpolator: sprite.fade_interpolator.update(sprite.frame) sprite.alpha = int(sprite.fade_interpolator.values[0]) sprite._changed = True if sprite.scale_interpolator: sprite.scale_interpolator.update(sprite.frame) sprite.rescale = sprite.scale_interpolator.values sprite._changed = True if sprite.offset_interpolator: sprite.offset_interpolator.update(sprite.frame) sprite.dest_offset = sprite.offset_interpolator.values sprite._changed = True return self._running @instruction(0) def remove(self): self._sprite._removed = True self._running = False @instruction(1) def load_sprite(self, sprite_index): self._sprite.anm, self._sprite.texcoords = self._anm_wrapper.get_sprite(sprite_index + self.sprite_index_offset) @instruction(2) def set_scale(self, sx, sy): self._sprite.rescale = sx, sy @instruction(3) def set_alpha(self, alpha): self._sprite.alpha = alpha % 256 #TODO @instruction(4) def set_color(self, b, g, r): self._sprite.color = (r, g, b) @instruction(5) def jump(self, instruction_pointer): #TODO: is that really how it works? self.instruction_pointer = instruction_pointer self.frame = self.script[self.instruction_pointer][0] @instruction(7) def toggle_mirrored(self): self._sprite.mirrored = not self._sprite.mirrored @instruction(9) def set_rotations_3d(self, rx, ry, rz): self._sprite.rotations_3d = rx, ry, rz @instruction(10) def set_rotations_speed_3d(self, srx, sry, srz): self._sprite.rotations_speed_3d = srx, sry, srz @instruction(11) def set_scale_speed(self, ssx, ssy): self._sprite.scale_speed = ssx, ssy @instruction(12) def fade(self, new_alpha, duration): self._sprite.fade(duration, new_alpha, lambda x: x) #TODO: formula @instruction(13) def set_blendfunc_alphablend(self): self._sprite.blendfunc = 1 @instruction(14) def set_blendfunc_add(self): self._sprite.blendfunc = 0 #TODO @instruction(15) @instruction(21) #TODO def keep_still(self): self._running = False @instruction(16) def load_random_sprite(self, min_idx, amp): #TODO: use the game's PRNG? self.load_sprite(min_idx + randrange(amp)) @instruction(17) def move(self, x, y, z): self._sprite.dest_offset = (x, y, z) @instruction(18) def move_in_linear(self, x, y, z, duration): self._sprite.move_in(duration, x, y, z, lambda x: x) @instruction(19) def move_in_decel(self, x, y, z, duration): self._sprite.move_in(duration, x, y, z, lambda x: 2. * x - x ** 2) @instruction(20) def move_in_accel(self, x, y, z, duration): self._sprite.move_in(duration, x, y, z, lambda x: x ** 2) @instruction(23) def set_corner_relative_placement(self): self._sprite.corner_relative_placement = True #TODO @instruction(25) def set_allow_dest_offset(self, value): self._sprite.allow_dest_offset = bool(value) @instruction(26) def set_automatic_orientation(self, value): """If true, rotate by pi-angle around the z axis. """ self._sprite.automatic_orientation = bool(value) @instruction(27) def shift_texture_x(self, dx): tox, toy = self._sprite.texoffsets self._sprite.texoffsets = tox + dx, toy @instruction(28) def shift_texture_y(self, dy): tox, toy = self._sprite.texoffsets self._sprite.texoffsets = tox, toy + dy @instruction(30) def scale_in(self, sx, sy, duration): self._sprite.scale_in(duration, sx, sy, lambda x: x) #TODO: formula