view pytouhou/games/eosd.py @ 483:216107767b8a

Remove useless checksum, and wait as long as possible for valid packets (do not stop waiting on invalid packets)
author Thibaut Girka <thib@sitedethib.com>
date Thu, 29 Dec 2011 01:10:34 +0100
parents 0595315d3880
children 5afc75f71fed
line wrap: on
line source

# -*- encoding: utf-8 -*-
##
## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
##
## 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.game.game import Game
from pytouhou.game.bullettype import BulletType
from pytouhou.game.itemtype import ItemType
from pytouhou.game.player import Player
from pytouhou.game.bullet import Bullet
from pytouhou.game.orb import Orb

from math import pi


SQ2 = 2. ** 0.5 / 2.


class EoSDGame(Game):
    def __init__(self, resource_loader, player_states, stage, rank, difficulty, **kwargs):
        etama3 = resource_loader.get_anm_wrapper(('etama3.anm',))
        etama4 = resource_loader.get_anm_wrapper(('etama4.anm',))
        bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4),
                        BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6),
                        BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4),
                        BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6),
                        BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5),
                        BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4),
                        BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16),
                        BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11),
                        BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9),
                        BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)]
        #TODO: hitbox
        item_types = [ItemType(etama3, 0, 7), #Power
                      ItemType(etama3, 1, 8), #Point
                      ItemType(etama3, 2, 9), #Big power
                      ItemType(etama3, 3, 10), #Bomb
                      ItemType(etama3, 4, 11), #Full power
                      ItemType(etama3, 5, 12), #1up
                      ItemType(etama3, 6, 13)] #Star

        eosd_characters = [ReimuA, ReimuB, MarisaA, MarisaB]
        players = []
        for player in player_states:
            players.append(eosd_characters[player.character](player, self, resource_loader))

        Game.__init__(self, resource_loader, players, stage, rank, difficulty,
                      bullet_types, item_types, nb_bullets_max=640, **kwargs)



class EoSDPlayer(Player):
    def __init__(self, state, game, anm_wrapper, speeds=None, hitbox_size=2.5, graze_hitbox_size=42.):
        Player.__init__(self, state, game, anm_wrapper, speeds=speeds)

        self.orbs = [Orb(self.anm_wrapper, 128, self.state, self.orb_fire),
                     Orb(self.anm_wrapper, 129, self.state, self.orb_fire)]

        self.orbs[0].offset_x = -24
        self.orbs[1].offset_x = 24

        self.orb_dx_interpolator = None
        self.orb_dy_interpolator = None


    def start_focusing(self):
        self.orb_dx_interpolator = Interpolator((24,), self._game.frame,
                                                (8,), self._game.frame + 8,
                                                lambda x: x ** 2)
        self.orb_dy_interpolator = Interpolator((0,), self._game.frame,
                                                (-32,), self._game.frame + 8)
        self.state.focused = True


    def stop_focusing(self):
        self.orb_dx_interpolator = Interpolator((8,), self._game.frame,
                                                (24,), self._game.frame + 8,
                                                lambda x: x ** 2)
        self.orb_dy_interpolator = Interpolator((-32,), self._game.frame,
                                                (0,), self._game.frame + 8)
        self.state.focused = False


    def objects(self):
        return self.orbs if self.state.power >= 8 else []


    def update(self, keystate):
        Player.update(self, keystate)

        if self.death_time == 0 or self._game.frame - self.death_time > 60:
            if self.orb_dx_interpolator:
                self.orb_dx_interpolator.update(self._game.frame)
                dx, = self.orb_dx_interpolator.values
                self.orbs[0].offset_x = -dx
                self.orbs[1].offset_x = dx
            if self.orb_dy_interpolator:
                self.orb_dy_interpolator.update(self._game.frame)
                dy, = self.orb_dy_interpolator.values
                self.orbs[0].offset_y = dy
                self.orbs[1].offset_y = dy

        for orb in self.orbs:
            orb.update()


    def orb_fire(self, orb):
        pass



class Reimu(EoSDPlayer):
    def __init__(self, state, game, resource_loader):
        anm_wrapper = resource_loader.get_anm_wrapper(('player00.anm',))
        self.bullet_angle = pi/30 #TODO: check

        EoSDPlayer.__init__(self, state, game, anm_wrapper, speeds=(4., 4. * SQ2, 2., 2. * SQ2))


    def fire(self):
        if self.fire_time % self.bullet_launch_interval == 0:
            if self.state.power < 16:
                bullets_per_shot = 1
            elif self.state.power < 48:
                bullets_per_shot = 2
            elif self.state.power < 96:
                bullets_per_shot = 3
            elif self.state.power < 128:
                bullets_per_shot = 4
            else:
                bullets_per_shot = 5

            bullets = self._game.players_bullets
            nb_bullets_max = self._game.nb_bullets_max

            bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2.
            for bullet_nb in range(bullets_per_shot):
                if nb_bullets_max is not None and len(bullets) == nb_bullets_max:
                    break

                bullets.append(Bullet((self.x, self.y), self.bullet_type, 0,
                                      bullet_angle, self.bullet_speed,
                                      (0, 0, 0, 0, 0., 0., 0., 0.),
                                      0, self, self._game, damage=48, player_bullet=True))
                bullet_angle += self.bullet_angle

        for orb in self.orbs:
            orb.fire(orb)



class ReimuA(Reimu):
    def __init__(self, state, game, resource_loader):
        Reimu.__init__(self, state, game, resource_loader)

        self.bulletA_type = BulletType(self.anm_wrapper, 65, 97, 0, 0, 0, hitbox_size=4) #TODO: verify the hitbox, damage is 14.
        self.bulletA_speed = 12.


    def fire(self):
        Reimu.fire(self)

        if self.state.power < 8:
            return

        else:
            pass #TODO



class ReimuB(Reimu):
    def __init__(self, state, game, resource_loader):
        Reimu.__init__(self, state, game, resource_loader)

        self.bulletB_type = BulletType(self.anm_wrapper, 66, 98, 0, 0, 0, hitbox_size=4) #TODO: verify the hitbox.
        self.bulletB_speed = 22.


    def fire_spine(self, orb, offset_x):
        bullets = self._game.players_bullets
        nb_bullets_max = self._game.nb_bullets_max

        if nb_bullets_max is not None and len(bullets) == nb_bullets_max:
            return

        bullets.append(Bullet((orb.x + offset_x, orb.y), self.bulletB_type, 0,
                              self.bullet_launch_angle, self.bulletB_speed,
                              (0, 0, 0, 0, 0., 0., 0., 0.),
                              0, self, self._game, damage=12, player_bullet=True))

    def orb_fire(self, orb):
        if self.state.power < 8:
            return

        elif self.state.power < 16:
            if self.fire_time % 15 == 0:
                self.fire_spine(orb, 0)

        elif self.state.power < 32:
            if self.fire_time % 10 == 0:
                self.fire_spine(orb, 0)

        elif self.state.power < 48:
            if self.fire_time % 8 == 0:
                self.fire_spine(orb, 0)

        elif self.state.power < 96:
            if self.fire_time % 8 == 0:
                self.fire_spine(orb, -8)
            if self.fire_time % 5 == 0:
                self.fire_spine(orb, 8)

        elif self.state.power < 128:
            if self.fire_time % 5 == 0:
                self.fire_spine(orb, -12)
            if self.fire_time % 10 == 0:
                self.fire_spine(orb, 0)
            if self.fire_time % 3 == 0:
                self.fire_spine(orb, 12)

        else:
            if self.fire_time % 3 == 0:
                self.fire_spine(orb, -12)
                self.fire_spine(orb, 12)
            if self.fire_time % 5 == 0:
                self.fire_spine(orb, 0)



class Marisa(EoSDPlayer):
    def __init__(self, state, game, resource_loader):
        anm_wrapper = resource_loader.get_anm_wrapper(('player01.anm',))
        self.bullet_angle = pi/40 #TODO: check

        EoSDPlayer.__init__(self, state, game, anm_wrapper, speeds=(5., 5. * SQ2, 2.5, 2.5 * SQ2))


    def fire(self):
        if self.fire_time % self.bullet_launch_interval == 0:
            if self.state.power < 32:
                bullets_per_shot = 1
            elif self.state.power < 96:
                bullets_per_shot = 2
            elif self.state.power < 128:
                bullets_per_shot = 3
            else:
                bullets_per_shot = 5

            bullets = self._game.players_bullets
            nb_bullets_max = self._game.nb_bullets_max

            bullet_angle = self.bullet_launch_angle - self.bullet_angle * (bullets_per_shot - 1) / 2.
            for bullet_nb in range(bullets_per_shot):
                if nb_bullets_max is not None and len(bullets) == nb_bullets_max:
                    break

                bullets.append(Bullet((self.x, self.y), self.bullet_type, 0,
                                      bullet_angle, self.bullet_speed,
                                      (0, 0, 0, 0, 0., 0., 0., 0.),
                                      0, self, self._game, damage=48, player_bullet=True))
                bullet_angle += self.bullet_angle



class MarisaA(Marisa):
    def __init__(self, state, game, resource_loader):
        Marisa.__init__(self, state, game, resource_loader)

        #TODO: verify the hitbox and damages.
        self.bulletA_types = [BulletType(self.anm_wrapper, 65, 0, 0, 0, 0, hitbox_size=4), # damage is 40.
                              BulletType(self.anm_wrapper, 66, 0, 0, 0, 0, hitbox_size=4),
                              BulletType(self.anm_wrapper, 67, 0, 0, 0, 0, hitbox_size=4),
                              BulletType(self.anm_wrapper, 68, 0, 0, 0, 0, hitbox_size=4)]
        self.bulletA_speed_interpolator = None


    def fire(self):
        Marisa.fire(self)

        if self.state.power < 8:
            return

        else:
            pass #TODO



class MarisaB(Marisa):
    def __init__(self, state, game, resource_loader):
        Marisa.__init__(self, state, game, resource_loader)

        #TODO:  power   damages period
        #       8       240     120
        #       16      390     170
        #       32      480     ???
        #       48      510     ???
        #       64      760     ???
        #       80      840     ???
        #       96      1150    270
        #       128     1740    330
        # The duration of the laser is period - 42.
        # The damages are given for one laser shot on one enemy for its entire duration.


    def fire(self):
        Marisa.fire(self)

        if self.state.power < 8:
            return

        else:
            pass #TODO