Mercurial > touhou
view pytouhou/vm/msgrunner.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 | e15672733c93 |
children | d18c0bf11138 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2012 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.helpers import get_logger from pytouhou.vm.common import MetaRegistry, instruction from pytouhou.game import NextStage logger = get_logger(__name__) class MSGRunner(metaclass=MetaRegistry): __slots__ = ('_msg', '_game', 'frame', 'sleep_time', 'allow_skip', 'skipping', 'frozen', 'ended', 'instruction_pointer', 'handlers') def __init__(self, msg, script, game): self._msg = msg.msgs[script + 10 * (game.players[0].character // 2)] self._game = game self.handlers = self._handlers[6] self.frame = 0 self.sleep_time = 0 self.allow_skip = True self.skipping = False self.frozen = False self.ended = False self.instruction_pointer = 0 def run_iteration(self): while True: if self.ended: return False try: frame, instr_type, args = self._msg[self.instruction_pointer] except IndexError: self.end() return False if frame > self.frame: break else: self.instruction_pointer += 1 if frame == self.frame: try: callback = self.handlers[instr_type] except KeyError: logger.warn('unhandled msg opcode %d (args: %r)', instr_type, args) else: callback(self, *args) if not self.frozen: if self.sleep_time > 0: self.sleep_time -= 1 else: self.frame += 1 return True def skip(self): self.sleep_time = 0 def end(self): self._game.msg_runner = None self._game.msg_wait = False self.ended = True texts = self._game.texts if 'boss_name' in texts: del texts['boss_name'] if 'boss_title' in texts: del texts['boss_title'] if 'dialog_0' in texts: del texts['dialog_0'] if 'dialog_1' in texts: del texts['dialog_1'] @instruction(0) def unknown0(self): if self.allow_skip: raise Exception #TODO: seems to crash the game, but why? self.end() @instruction(1) def enter(self, side, effect): self._game.new_face(side, effect) @instruction(2) def change_face(self, side, index): face = self._game.faces[side] if face: face.load(index) @instruction(3) def display_text(self, side, index, text): texts = self._game.texts if index == 0: if 'dialog_0' in texts: del texts['dialog_0'] if 'dialog_1' in texts: del texts['dialog_1'] texts['dialog_%d' % index] = self._game.new_native_text((64, 372 + index * 24), text) texts['dialog_%d' % index].set_timeout(0, effect='fadeout', duration=15) @instruction(4) def pause(self, duration): if not (self.skipping and self.allow_skip): self.sleep_time = duration @instruction(5) def animate(self, side, effect): face = self._game.faces[side] if face: face.animate(effect) @instruction(6) def spawn_enemy_sprite(self): self._game.msg_wait = False @instruction(7) def change_music(self, track): self._game.music.play(track) @instruction(8) def display_description(self, side, index, text): assert side == 1 # It shouldn’t crash when it’s something else. key = 'boss_name' if index == 0 else 'boss_title' self._game.texts[key] = self._game.new_native_text((336, 320 + index * 18), text, align='right') @instruction(10) def freeze(self): self.frozen = True @instruction(11) def next_stage(self): raise NextStage @instruction(13) def set_allow_skip(self, boolean): self.allow_skip = bool(boolean)