Mercurial > touhou
view pytouhou/game/bullet.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> |
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date | Tue, 25 Oct 2011 01:29:40 +0200 |
parents | ee0bbde02c48 |
children | 0595315d3880 |
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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 math import cos, sin, atan2, pi from pytouhou.utils.interpolator import Interpolator from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.sprite import Sprite class Bullet(object): def __init__(self, pos, bullet_type, sprite_idx_offset, angle, speed, attributes, flags, player, game, player_bullet=False): self._game = game self._sprite = None self._anmrunner = None self._removed = False self._launched = False self._bullet_type = bullet_type self.hitbox_half_size = bullet_type.hitbox_size / 2. self.speed_interpolator = None self.frame = 0 self.grazed = False self.player = player self.sprite_idx_offset = sprite_idx_offset self.flags = flags self.attributes = list(attributes) self.x, self.y = pos self.angle = angle self.speed = speed dx, dy = cos(angle) * speed, sin(angle) * speed self.delta = dx, dy self.player_bullet = player_bullet #TODO if flags & 14: if flags & 2: index = bullet_type.launch_anim2_index launch_mult = bullet_type.launch_anim_penalties[0] elif flags & 4: index = bullet_type.launch_anim4_index launch_mult = bullet_type.launch_anim_penalties[1] else: index = bullet_type.launch_anim8_index launch_mult = bullet_type.launch_anim_penalties[2] self.launch_delta = dx * launch_mult, dy * launch_mult self._sprite = Sprite() self._anmrunner = ANMRunner(bullet_type.anm_wrapper, index, self._sprite, bullet_type.launch_anim_offsets[sprite_idx_offset]) self._anmrunner.run_frame() else: self.launch() if self.player_bullet: self._sprite.angle = angle - pi else: self._sprite.angle = angle def is_visible(self, screen_width, screen_height): tx, ty, tw, th = self._sprite.texcoords x, y = self.x, self.y max_x = tw / 2. max_y = th / 2. if (max_x < x - screen_width or max_x < -x or max_y < y - screen_height or max_y < -y): return False return True def set_anim(self, sprite_idx_offset=None): if sprite_idx_offset is not None: self.sprite_idx_offset = sprite_idx_offset bt = self._bullet_type self._sprite = Sprite() if self.player_bullet: self._sprite.angle = self.angle - pi else: self._sprite.angle = self.angle self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index, self._sprite, self.sprite_idx_offset) self._anmrunner.run_frame() def launch(self): self._launched = True self.update = self.update_full self.set_anim() if self.flags & 1: self.speed_interpolator = Interpolator((self.speed + 5.,), 0, (self.speed,), 16) def collide(self): self.cancel() def cancel(self): # Cancel animation bt = self._bullet_type self._sprite = Sprite() if self.player_bullet: self._sprite.angle = self.angle - pi else: self._sprite.angle = self.angle self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index, self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) self._anmrunner.run_frame() self.delta = self.delta[0] / 2., self.delta[1] / 2. # Change update method self.update = self.update_cancel # Do not use this one for collisions anymore if self.player_bullet: self._game.players_bullets.remove(self) else: self._game.bullets.remove(self) self._game.cancelled_bullets.append(self) def update(self): dx, dy = self.launch_delta self.x += dx self.y += dy if not self._anmrunner.run_frame(): self.launch() def update_cancel(self): dx, dy = self.delta self.x += dx self.y += dy if not self._anmrunner.run_frame(): self._removed = True def update_simple(self): dx, dy = self.delta self.x += dx self.y += dy def update_full(self): sprite = self._sprite if self._anmrunner is not None and not self._anmrunner.run_frame(): self._anmrunner = None #TODO: flags x, y = self.x, self.y dx, dy = self.delta if self.flags & 16: length, angle = self.attributes[4:6] angle = self.angle if angle < -900.0 else angle #TODO: is that right? dx, dy = dx + cos(angle) * length, dy + sin(angle) * length self.angle = sprite.angle = atan2(dy, dx) if sprite.automatic_orientation: sprite._changed = True self.delta = dx, dy if self.frame == self.attributes[0]: #TODO: include last frame, or not? self.flags ^= 16 elif self.flags & 32: #TODO: check acceleration, angular_speed = self.attributes[4:6] self.speed += acceleration self.angle += angular_speed dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed self.delta = dx, dy sprite.angle = self.angle if sprite.automatic_orientation: sprite._changed = True if self.frame == self.attributes[0]: self.flags ^= 32 elif self.flags & 448: #TODO: check frame, count = self.attributes[0:2] angle, speed = self.attributes[4:6] if self.frame % frame == 0: count = count - 1 if self.frame != 0: self.speed = speed if self.flags & 64: self.angle += angle elif self.flags & 128: self.angle = atan2(self.player.y - y, self.player.x - x) + angle elif self.flags & 256: self.angle = angle dx, dy = cos(self.angle) * speed, sin(self.angle) * speed self.delta = dx, dy sprite.angle = self.angle if sprite.automatic_orientation: sprite._changed = True if count >= 0: self.speed_interpolator = Interpolator((self.speed,), self.frame, (0.,), self.frame + frame - 1) else: self.flags &= ~448 self.attributes[1] = count #TODO: other flags elif not self.speed_interpolator and self._anmrunner is None: self.update = self.update_simple if self.speed_interpolator: self.speed_interpolator.update(self.frame) self.speed, = self.speed_interpolator.values dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed self.delta = dx, dy self.x, self.y = x + dx, y + dy self.frame += 1