Mercurial > touhou
view pytouhou/game/player.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 | 184196480f59 |
children | 54eb6b254b7b |
line wrap: on
line source
# -*- 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.game.sprite import Sprite from pytouhou.vm.anmrunner import ANMRunner SQ2 = 2. ** 0.5 / 2. class PlayerState(object): def __init__(self, character=0, score=0, power=0, lives=0, bombs=0): self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... self.score = score self.lives = lives self.bombs = bombs self.power = power self.graze = 0 self.points = 0 self.x = 192.0 self.y = 384.0 self.invulnerable_time = 60 self.touchable = True class Player(object): def __init__(self, state, character, game): self._sprite = None self._anmrunner = None self._game = game self.hitbox_half_size = character.hitbox_size / 2. self.graze_hitbox_half_size = character.graze_hitbox_size / 2. self.state = state self.character = character self.anm_wrapper = character.anm_wrapper self.direction = None self.set_anim(0) self.death_time = 0 @property def x(self): return self.state.x @property def y(self): return self.state.y def set_anim(self, index): self._sprite = Sprite() self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite) self._anmrunner.run_frame() def collide(self): if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death self.death_time = self._game.frame self._game.new_death((self.state.x, self.state.y), 2) def collect(self, item): #TODO self.state.score += item._item_type.score item._removed = True def update(self, keystate): if self.death_time == 0 or self._game.frame - self.death_time > 60: try: dx, dy = {16: (0.0, -1.0), 32: (0.0, 1.0), 64: (-1.0, 0.0), 128: (1.0, 0.0), 16|64: (-SQ2, -SQ2), 16|128: (SQ2, -SQ2), 32|64: (-SQ2, SQ2), 32|128: (SQ2, SQ2)}[keystate & (16|32|64|128)] except KeyError: speed = 0.0 dx, dy = 0.0, 0.0 else: speed = self.character.focused_speed if keystate & 4 else self.character.speed dx, dy = dx * speed, dy * speed if dx < 0 and self.direction != -1: self.set_anim(1) self.direction = -1 elif dx > 0 and self.direction != +1: self.set_anim(3) self.direction = +1 elif dx == 0 and self.direction is not None: self.set_anim({-1: 2, +1: 4}[self.direction]) self.direction = None self.state.x += dx self.state.y += dy if self.state.invulnerable_time > 0: self.state.invulnerable_time -= 1 m = self.state.invulnerable_time % 8 if m == 0: self._sprite.color = (255, 255, 255) self._sprite._changed = True elif m == 2: self._sprite.color = (64, 64, 64) self._sprite._changed = True if self.death_time: time = self._game.frame - self.death_time if time == 6: # too late, you are dead :( self.state.touchable = False self._game.drop_bonus(self.state.x, self.state.y, 2, end_pos=None) #TODO: find the formula for i in range(5): self._game.drop_bonus(self.state.x, self.state.y, 0, end_pos=None) #TODO: find the formula self.state.lives -= 1 for i in range(16): self._game.new_particle((self.state.x, self.state.y), 0, 4., 256) elif time == 7: self._sprite.mirrored = False self._sprite.fade(24, 128, lambda x: x) self._sprite.blendfunc = 1 self._sprite.scale_in(24, 0., 2., lambda x: x) elif time == 31: self.state.x = 192.0 self.state.y = 384.0 self.direction = None self._sprite = Sprite() self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite) self._sprite.alpha = 128 self._sprite.rescale = 0., 2. self._sprite.fade(30, 255, lambda x: x) self._sprite.blendfunc = 1 self._sprite.scale_in(30, 1., 1., lambda x: x) self._anmrunner.run_frame() elif time == 60: # respawned self.state.touchable = True self.state.invulnerable_time = 240 self._sprite.blendfunc = 0 if time > 30: for bullet in self._game.bullets: bullet.cancel() if time > 90: # start the bullet hell again self.death_time = 0 self._anmrunner.run_frame()