Mercurial > touhou
view pytouhou/games/eosd/game.py @ 609:23b9418e4b2f
Remove generic usage of GL_DRAW_FRAMEBUFFER which was introduced in GL 3.0 with framebuffer_blit.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 21 Dec 2014 18:10:23 +0100 |
parents | 244c99c568c8 |
children | 2cf518129725 |
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# -*- 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 as GameBase from pytouhou.game.bullettype import BulletType from pytouhou.game.lasertype import LaserType from pytouhou.game.itemtype import ItemType from pytouhou.game.player import Player as PlayerBase from pytouhou.game.orb import Orb from pytouhou.game.background import Background from pytouhou.vm import ECLMainRunner class Common(object): def __init__(self, resource_loader, player_characters, continues, stage, width=384, height=448): self.width, self.height = width, height self.etama = resource_loader.get_multi_anm(('etama3.anm', 'etama4.anm')) self.bullet_types = [BulletType(self.etama[0], 0, 11, 14, 15, 16, hitbox_size=2, type_id=0), BulletType(self.etama[0], 1, 12, 17, 18, 19, hitbox_size=3, type_id=1), BulletType(self.etama[0], 2, 12, 17, 18, 19, hitbox_size=2, type_id=2), BulletType(self.etama[0], 3, 12, 17, 18, 19, hitbox_size=3, type_id=3), BulletType(self.etama[0], 4, 12, 17, 18, 19, hitbox_size=2.5, type_id=4), BulletType(self.etama[0], 5, 12, 17, 18, 19, hitbox_size=2, type_id=5), BulletType(self.etama[0], 6, 13, 20, 20, 20, hitbox_size=8, launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), type_id=6), BulletType(self.etama[0], 7, 13, 20, 20, 20, hitbox_size=5.5, launch_anim_offsets=(1, 1, 1, 1), type_id=7), BulletType(self.etama[0], 8, 13, 20, 20, 20, hitbox_size=4.5, launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), type_id=8), BulletType(self.etama[1], 0, 1, 2, 2, 2, hitbox_size=16, launch_anim_offsets=(0, 1, 2, 3), type_id=9)] self.laser_types = [LaserType(self.etama[0], 9), LaserType(self.etama[0], 10)] self.item_types = [ItemType(self.etama[0], 0, 7), #Power ItemType(self.etama[0], 1, 8), #Point ItemType(self.etama[0], 2, 9), #Big power ItemType(self.etama[0], 3, 10), #Bomb ItemType(self.etama[0], 4, 11), #Full power ItemType(self.etama[0], 5, 12), #1up ItemType(self.etama[0], 6, 13)] #Star self.enemy_face = [('face03a.anm', 'face03b.anm'), ('face05a.anm',), ('face06a.anm', 'face06b.anm'), ('face08a.anm', 'face08b.anm'), ('face09a.anm', 'face09b.anm'), ('face09b.anm', 'face10a.anm', 'face10b.anm'), ('face08a.anm', 'face12a.anm', 'face12b.anm', 'face12c.anm')] default_power = [0, 64, 128, 128, 128, 128, 0][stage] eosd_characters = resource_loader.get_eosd_characters() self.first_character = player_characters[0] // 2 self.player_anms = {} self.players = [None] * len(player_characters) for i, player_character in enumerate(player_characters): character = player_character // 2 if character not in self.player_anms: face = resource_loader.get_multi_anm(('face0%da.anm' % character, 'face0%db.anm' % character, 'face0%dc.anm' % character)) anm = resource_loader.get_single_anm('player0%d.anm' % character) self.player_anms[character] = (anm, face) self.players[i] = Player(i, self.player_anms[character][0], eosd_characters[player_character], character, default_power, continues) class Game(GameBase): def __init__(self, resource_loader, stage, rank, difficulty, common, prng, hints=None, friendly_fire=True, nb_bullets_max=640): self.etama = common.etama #XXX try: self.enm_anm = resource_loader.get_multi_anm(('stg%denm.anm' % stage, 'stg%denm2.anm' % stage)) except KeyError: self.enm_anm = resource_loader.get_anm('stg%denm.anm' % stage) ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) self.ecl_runners = [ECLMainRunner(main, ecl.subs, self) for main in ecl.mains] self.spellcard_effect_anm = resource_loader.get_single_anm('eff0%d.anm' % stage) self.msg = resource_loader.get_msg('msg%d.dat' % stage) msg_anm = [common.player_anms[common.first_character][1], #TODO: does it break bomb face of non-first player? resource_loader.get_multi_anm(common.enemy_face[stage - 1])] self.msg_anm = [[], []] for i, anms in enumerate(msg_anm): for anm in anms: for sprite in anm.sprites.values(): self.msg_anm[i].append((anm, sprite)) for player in common.players: player._game = self # Load stage data self.std = resource_loader.get_stage('stage%d.std' % stage) background_anm = resource_loader.get_single_anm('stg%dbg.anm' % stage) self.background = Background(self.std, background_anm) common.interface.start_stage(self, stage) GameBase.__init__(self, common.players, stage, rank, difficulty, common.bullet_types, common.laser_types, common.item_types, nb_bullets_max, common.width, common.height, prng, common.interface, hints, friendly_fire) try: self.texts['stage_name'] = common.interface.stage_name except AttributeError: pass try: self.texts['song_name'] = common.interface.song_name except AttributeError: pass class Player(PlayerBase): def __init__(self, number, anm, shts, character, power, continues): self.sht = shts[0] self.focused_sht = shts[1] PlayerBase.__init__(self, number, anm, character, power, continues) self.orbs = [Orb(anm, 128, self), Orb(anm, 129, self)] 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.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.focused = False @property def objects(self): return [self] + (self.orbs if self.power >= 8 else []) def update(self, keystate): PlayerBase.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()