view pytouhou/game/enemy.py @ 133:2cad2e84a49e

Add reading support for the MSG format.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 11 Sep 2011 07:34:34 -0700
parents fba45c37ec99
children e9ac3640280b
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.utils.interpolator import Interpolator
from pytouhou.vm.eclrunner import ECLRunner
from pytouhou.vm.anmrunner import ANMRunner
from pytouhou.game.sprite import Sprite
from pytouhou.game.bullet import Bullet
from math import cos, sin, atan2, pi


class Enemy(object):
    def __init__(self, pos, life, _type, anm_wrapper, game_state):
        self._game_state = game_state
        self._anm_wrapper = anm_wrapper
        self._sprite = None
        self._anmrunner = None
        self._removed = False
        self._type = _type
        self._was_visible = False

        self.frame = 0

        self.x, self.y = pos
        self.life = life
        self.max_life = life
        self.touchable = True
        self.damageable = True
        self.death_flags = 0
        self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.)
        self.bullet_attributes = None
        self.bullet_launch_offset = (0, 0)
        self.death_callback = None
        self.boss_callback = None
        self.low_life_callback = None
        self.low_life_trigger = None
        self.timeout = None
        self.timeout_callback = None
        self.remaining_lives = -1

        self.automatic_orientation = False

        self.bullet_launch_interval = 0
        self.bullet_launch_timer = 0
        self.delay_attack = False

        self.death_anim = None
        self.movement_dependant_sprites = None
        self.direction = None
        self.interpolator = None #TODO
        self.speed_interpolator = None
        self.angle = 0.
        self.speed = 0.
        self.rotation_speed = 0.
        self.acceleration = 0.

        self.hitbox = (0, 0)
        self.screen_box = None


    def set_bullet_attributes(self, type_, anim, sprite_idx_offset,
                              bullets_per_shot, number_of_shots, speed, speed2,
                              launch_angle, angle, flags):
        self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot,
                                  number_of_shots, speed, speed2, launch_angle,
                                  angle, flags)
        if not self.delay_attack:
            self.fire()


    def fire(self):
        (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots,
         speed, speed2, launch_angle, angle, flags) = self.bullet_attributes

        bullet_type = self._game_state.bullet_types[type_idx]

        ox, oy = self.bullet_launch_offset
        launch_pos = self.x + ox, self.y + oy

        if speed2 < 0.3:
            speed2 = 0.3

        self.bullet_launch_timer = 0

        player = self.select_player()

        if type_ in (67, 69, 71):
            launch_angle += self.get_player_angle(player, launch_pos)
        if type_ in (69, 70, 71):
            angle = 2. * pi / bullets_per_shot
        if type_ == 71:
            launch_angle += pi / bullets_per_shot
        if type_ != 75:
            launch_angle -= angle * (bullets_per_shot - 1) / 2.

        bullets = self._game_state.bullets

        for shot_nb in range(number_of_shots):
            shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots)
            bullet_angle = launch_angle
            for bullet_nb in range(bullets_per_shot):
                if type_ == 75: # 102.h@0x4138cf
                    bullet_angle = self._game_state.prng.rand_double() * (launch_angle - angle) + angle
                    shot_speed = self._game_state.prng.rand_double() * (speed - speed2) + speed2
                bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset,
                                      bullet_angle, shot_speed,
                                      self.extended_bullet_attributes,
                                      flags, player, self._game_state))
                bullet_angle += angle


    def select_player(self, players=None):
        return (players or self._game_state.players)[0] #TODO


    def get_player_angle(self, player=None, pos=None):
        player = player or self.select_player()
        x, y = pos or (self.x, self.y)
        return atan2(player.y - y, player.x - x)


    def set_anim(self, index):
        self._sprite = Sprite()
        self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite)
        self._anmrunner.run_frame()


    def set_pos(self, x, y, z):
        self.x, self.y = x, y
        self.interpolator = Interpolator((x, y))
        self.interpolator.set_interpolation_start(self._game_state.frame, (x, y))


    def move_to(self, duration, x, y, z, formula):
        if not self.interpolator:
            frame = self._game_state.frame
            self.interpolator = Interpolator((self.x, self.y), formula)
            self.interpolator.set_interpolation_start(frame, (self.x, self.y))
            self.interpolator.set_interpolation_end(frame + duration - 1, (x, y))

            self.speed = 0.
            self.angle = atan2(y - self.y, x - self.x)


    def stop_in(self, duration, formula):
        if not self.speed_interpolator:
            frame = self._game_state.frame
            self.speed_interpolator = Interpolator((self.speed,), formula)
            self.speed_interpolator.set_interpolation_start(frame, (self.speed,))
            self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,))

            self.speed = 0.


    def is_visible(self, screen_width, screen_height):
        if self._sprite:
            tx, ty, tw, th = self._sprite.texcoords
            if self._sprite.corner_relative_placement:
                raise Exception #TODO
        else:
            tx, ty, tw, th = 0., 0., 0., 0.

        x, y = self.x, self.y
        max_x = tw / 2.
        max_y = th / 2.

        if (max_x < x - screen_width
            or max_x < -x
            or max_y < y - screen_height
            or max_y < -y):
            return False
        return True


    def update(self):
        x, y = self.x, self.y
        if self.interpolator:
            self.interpolator.update(self._game_state.frame)
            x, y = self.interpolator.values

        self.speed += self.acceleration #TODO: units? Execution order?
        self.angle += self.rotation_speed #TODO: units? Execution order?


        if self.speed_interpolator:
            self.speed_interpolator.update(self._game_state.frame)
            self.speed, = self.speed_interpolator.values


        dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
        if self._type & 2:
            x -= dx
        else:
            x += dx
        y += dy

        if self.movement_dependant_sprites:
            #TODO: is that really how it works? Almost.
            # Sprite determination is done only once per changement, and is
            # superseeded by ins_97.
            end_left, end_right, left, right = self.movement_dependant_sprites
            if x < self.x and self.direction != -1:
                self.set_anim(left)
                self.direction = -1
            elif x > self.x and self.direction != +1:
                self.set_anim(right)
                self.direction = +1
            elif x == self.x and self.direction is not None:
                self.set_anim({-1: end_left, +1: end_right}[self.direction])
                self.direction = None


        if self.screen_box:
            xmin, ymin, xmax, ymax = self.screen_box
            x = max(xmin, min(x, xmax))
            y = max(ymin, min(y, ymax))


        self.x, self.y = x, y

        #TODO
        if self._anmrunner and not self._anmrunner.run_frame():
            self._anmrunner = None

        if self._sprite:
            if self._sprite._removed:
                self._sprite = None
            else:
                self._sprite.update_orientation(self.angle,
                                                self.automatic_orientation)


        if self.bullet_launch_interval != 0:
            self.bullet_launch_timer += 1
            if self.bullet_launch_timer == self.bullet_launch_interval:
                self.fire()

        self.frame += 1