view pytouhou/game/background.py @ 182:20843875ad8f

(Hopefully) use difficulty as it should. The difficulty[0] (also called rank) varies from 0 to 32 and affects various parts of the game. The difficulty now impact those parts, but how it is modified during the gameplay is not clear. Such changes to the difficulty are not handled yet. [0] http://en.touhouwiki.net/wiki/Embodiment_of_Scarlet_Devil/Gameplay#Rank
author Thibaut Girka <thib@sitedethib.com>
date Tue, 25 Oct 2011 01:29:40 +0200
parents 4300a832f033
children bdcf2077e368
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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 pytouhou.utils.interpolator import Interpolator
from pytouhou.vm.anmrunner import ANMRunner
from pytouhou.game.sprite import Sprite


class Background(object):
    def __init__(self, stage, anm_wrapper):
        self.stage = stage
        self.anm_wrapper = anm_wrapper

        self.models = []
        self.object_instances = []
        self.anm_runners = []

        self.position_interpolator = Interpolator((0, 0, 0))
        self.fog_interpolator = Interpolator((0, 0, 0, 0, 0))
        self.position2_interpolator = Interpolator((0, 0, 0))

        self.build_models()
        self.build_object_instances()


    def build_object_instances(self):
        self.object_instances = []
        for model_id, ox, oy, oz in self.stage.object_instances:
            self.object_instances.append((ox, oy, oz, model_id, self.models[model_id]))
        # Z-sorting:
        # TODO z-sorting may be needed at each iteration
        def keyfunc(obj):
            return obj[2] + self.stage.models[obj[3]].bounding_box[2]
        self.object_instances.sort(key=keyfunc, reverse=True)


    def build_models(self):
        self.models = []
        for obj in self.stage.models:
            quads = []
            for script_index, ox, oy, oz, width_override, height_override in obj.quads:
                sprite = Sprite(width_override, height_override)
                anm_runner = ANMRunner(self.anm_wrapper, script_index, sprite)
                anm_runner.run_frame()
                quads.append((ox, oy, oz, width_override, height_override, sprite))
                self.anm_runners.append(anm_runner)
            self.models.append(quads)


    def update(self, frame):
        for frame_num, message_type, args in self.stage.script:
            if frame_num == frame:
                if message_type == 0:
                    self.position_interpolator.set_interpolation_start(frame_num, args)
                elif message_type == 1:
                    self.fog_interpolator.set_interpolation_end_values(args)
                elif message_type == 2:
                    self.position2_interpolator.set_interpolation_end_values(args)
                elif message_type == 3:
                    duration, = args
                    self.position2_interpolator.set_interpolation_end_frame(frame_num + duration)
                elif message_type == 4:
                    duration, = args
                    self.fog_interpolator.set_interpolation_end_frame(frame_num + duration)
            if frame_num > frame and message_type == 0:
                self.position_interpolator.set_interpolation_end(frame_num, args)
                break

        for anm_runner in tuple(self.anm_runners):
            if not anm_runner.run_frame():
                self.anm_runners.remove(anm_runner)

        self.position2_interpolator.update(frame)
        self.fog_interpolator.update(frame)
        self.position_interpolator.update(frame)