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
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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.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()