Mercurial > touhou
view pytouhou/game/item.py @ 201:220c122f428c
Batch more sprites!
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 31 Oct 2011 18:08:26 +0100 |
parents | 13918723d1bc |
children | d07506a2e16e |
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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 class Item(object): def __init__(self, start_pos, _type, item_type, game, angle=pi/2, speed=8., player=None, end_pos=None): self._game = game self._sprite = item_type.sprite self._removed = False self._type = _type self._item_type = item_type self.hitbox_half_size = item_type.hitbox_size / 2. self.frame = 0 self.player = player self.x, self.y = start_pos self.angle = angle self.speed = speed dx, dy = cos(angle) * speed, sin(angle) * speed self.delta = dx, dy if not player: #TODO: find the formulae in the binary. self.speed_interpolator = None if end_pos: self.pos_interpolator = Interpolator(start_pos, 0, end_pos, 60) else: self.speed_interpolator = Interpolator((-2.,), 0, (0.,), 60) self._sprite.angle = angle def on_collect(self, player_state): old_power = player_state.power if self._type == 0 or self._type == 2: # power or big power if old_power < 128: player_state.power_bonus = 0 score = 10 player_state.power += (1 if self._type == 0 else 8) if player_state.power > 128: player_state.power = 128 else: bonus = player_state.power_bonus + (1 if self._type == 0 else 8) if bonus > 30: bonus = 30 if bonus < 9: score = (bonus + 1) * 10 elif bonus < 18: score = (bonus - 8) * 100 elif bonus < 30: score = (bonus - 17) * 1000 elif bonus == 30: score = 51200 player_state.power_bonus = bonus player_state.score += score self._game.modify_difficulty(+1) elif self._type == 1: # point player_state.points += 1 if player_state.y < 128: #TODO: find the exact poc. score = 100000 self._game.modify_difficulty(+30) else: score = 0 #TODO: find the formula. self._game.modify_difficulty(+3) player_state.score += score elif self._type == 3: # bomb if player_state.bombs < 8: player_state.bombs += 1 self._game.modify_difficulty(+5) elif self._type == 4: # full power player_state.score += 1000 player_state.power = 128 elif self._type == 5: # 1up if player_state.lives < 8: player_state.lives += 1 self._game.modify_difficulty(+200) elif self._type == 6: # star player_state.score += 500 if old_power < 128 and player_state.power >= 128: #TODO: display “full power”. self._game.change_bullets_into_star_items() self._removed = True def update(self): dx, dy = self.delta if self.frame == 60: self.speed_interpolator = Interpolator((0.,), 60, (3.,), 180) if self.player is not None: self.angle = atan2(self.player.y - self.y, self.player.x - self.x) self.x += cos(self.angle) * self.speed self.y += sin(self.angle) * self.speed elif self.speed_interpolator is None: self.pos_interpolator.update(self.frame) self.x, self.y = self.pos_interpolator.values else: 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 += dx self.y += dy self.frame += 1