Mercurial > touhou
view pytouhou/game/player.pyx @ 464:36bc577b2392
Make the window resizable, and scale its content correctly.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 11 Sep 2013 15:55:19 +0200 |
parents | 4ccc47828002 |
children | 5f5955635d2c |
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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 libc.math cimport M_PI as pi from pytouhou.game.sprite cimport Sprite from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.bullettype import BulletType from pytouhou.game.bullet cimport Bullet from pytouhou.game.lasertype import LaserType from pytouhou.game.laser import PlayerLaser class GameOver(Exception): pass cdef class PlayerState: def __init__(self, long character=0, long score=0, long power=0, long lives=2, long bombs=3): self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... self.score = score self.effective_score = score self.lives = lives self.bombs = bombs self.power = power self.graze = 0 self.points = 0 self.x = 192.0 self.y = 384.0 self.invulnerable_time = 240 self.touchable = True self.focused = False self.power_bonus = 0 # Never goes over 30. def copy(self): return PlayerState(self.character, self.score, self.power, self.lives, self.bombs) cdef class Player(Element): def __init__(self, PlayerState state, Game game, anm): Element.__init__(self) self._game = game self.anm = anm self.speeds = (self.sht.horizontal_vertical_speed, self.sht.diagonal_speed, self.sht.horizontal_vertical_focused_speed, self.sht.diagonal_focused_speed) self.fire_time = 0 self.state = state self.direction = 0 self.set_anim(0) self.death_time = 0 cdef void set_anim(self, index): self.sprite = Sprite() self.anmrunner = ANMRunner(self.anm, index, self.sprite) cpdef play_sound(self, str name): self._game.sfx_player.play('%s.wav' % name) cpdef collide(self): if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death self.death_time = self._game.frame self._game.new_effect((self.state.x, self.state.y), 17) self._game.modify_difficulty(-1600) self.play_sound('pldead00') for i in xrange(16): self._game.new_particle((self.state.x, self.state.y), 11, 256) #TODO: find the real size and range. def start_focusing(self): self.state.focused = True def stop_focusing(self): self.state.focused = False cdef void fire(self): cdef double x, y cdef long shot_power sht = self.focused_sht if self.state.focused else self.sht # Don’t use min() since sht.shots could be an empty dict. power = 999 for shot_power in sht.shots: if self.state.power < shot_power: power = power if power < shot_power else shot_power bullets = self._game.players_bullets lasers = self._game.players_lasers nb_bullets_max = self._game.nb_bullets_max if self.fire_time % 5 == 0: self.play_sound('plst00') for shot in sht.shots[power]: origin = self.orbs[shot.orb - 1] if shot.orb else self.state shot_type = <unsigned char>shot.type if shot_type == 3: if self.fire_time != 30: continue #TODO: number can do very surprising things, like removing any # bullet creation from enemies with 3. For now, crash when not # an actual laser number. number = <long>shot.delay if lasers[number] is not None: continue laser_type = LaserType(self.anm, shot.sprite % 256, 68) lasers[number] = PlayerLaser(laser_type, 0, shot.hitbox, shot.damage, shot.angle, shot.speed, shot.interval, origin) continue if (self.fire_time + shot.delay) % shot.interval != 0: continue if nb_bullets_max != 0 and len(bullets) == nb_bullets_max: break x = origin.x + shot.pos[0] y = origin.y + shot.pos[1] #TODO: find a better way to do that. bullet_type = BulletType(self.anm, shot.sprite % 256, shot.sprite % 256 + 32, #TODO: find the real cancel anim 0, 0, 0, 0.) #TODO: Type 1 (homing bullets) if shot_type == 2: #TODO: triple-check acceleration! bullets.append(Bullet((x, y), bullet_type, 0, shot.angle, shot.speed, (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), 16, self, self._game, player_bullet=True, damage=shot.damage, hitbox=shot.hitbox)) else: bullets.append(Bullet((x, y), bullet_type, 0, shot.angle, shot.speed, (0, 0, 0, 0, 0., 0., 0., 0.), 0, self, self._game, player_bullet=True, damage=shot.damage, hitbox=shot.hitbox)) cpdef update(self, long keystate): cdef double dx, dy if self.death_time == 0 or self._game.frame - self.death_time > 60: speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] try: dx, dy = {16: (0., -speed), 32: (0., speed), 64: (-speed, 0.), 128: (speed, 0.), 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] except KeyError: dx, dy = 0., 0. if dx < 0 and self.direction != -1: self.set_anim(1) self.direction = -1 elif dx > 0 and self.direction != +1: self.set_anim(3) self.direction = +1 elif dx == 0 and self.direction != 0: self.set_anim({-1: 2, +1: 4}[self.direction]) self.direction = 0 self.state.x += dx self.state.y += dy #XXX self.x = self.state.x self.y = self.state.y if self.state.x < 8.: self.state.x = 8. if self.state.x > self._game.width - 8: self.state.x = self._game.width - 8. if self.state.y < 16.: self.state.y = 16. if self.state.y > self._game.height - 16: self.state.y = self._game.height -16. if not self.state.focused and keystate & 4: self.start_focusing() elif self.state.focused and not keystate & 4: self.stop_focusing() if self.state.invulnerable_time > 0: self.state.invulnerable_time -= 1 m = self.state.invulnerable_time % 8 if m == 7 or self.state.invulnerable_time == 0: self.sprite.color = (255, 255, 255) self.sprite.changed = True elif m == 1: self.sprite.color = (64, 64, 64) self.sprite.changed = True if keystate & 1 and self.fire_time == 0: self.fire_time = 30 if self.fire_time > 0: self.fire() self.fire_time -= 1 if keystate & 2 and self.bomb_time == 0: self._game.set_player_bomb() self.bomb_time = 240 if self.bomb_time > 0: self.bomb_time -= 1 if self.bomb_time == 0: self._game.unset_player_bomb() if self.death_time: time = self._game.frame - self.death_time if time == 6: # too late, you are dead :( self.state.touchable = False if self.state.power > 16: self.state.power -= 16 else: self.state.power = 0 for laser in self._game.players_lasers: if laser is not None: laser.cancel() self.state.lives -= 1 if self.state.lives < 0: #TODO: display a menu to ask the players if they want to continue. self._game.continues -= 1 if self._game.continues < 0: raise GameOver for i in xrange(5): self._game.drop_bonus(self.state.x, self.state.y, 4, end_pos=(self._game.prng.rand_double() * 288 + 48, self._game.prng.rand_double() * 192 - 64)) self.state.score = 0 self.state.effective_score = 0 self.state.lives = 2 #TODO: use the right default. self.state.bombs = 3 #TODO: use the right default. self.state.power = 0 self.state.graze = 0 self.state.points = 0 else: self._game.drop_bonus(self.state.x, self.state.y, 2, end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc self._game.prng.rand_double() * 192 - 64)) # @0x41f3 for i in xrange(5): self._game.drop_bonus(self.state.x, self.state.y, 0, end_pos=(self._game.prng.rand_double() * 288 + 48, self._game.prng.rand_double() * 192 - 64)) elif time == 7: self.sprite.mirrored = False self.sprite.blendfunc = 0 self.sprite.rescale = 0.75, 1.5 self.sprite.fade(26, 96) self.sprite.scale_in(26, 0., 2.5) #TODO: the next two branches could be happening at the same frame. elif time == 31: self._game.cancel_bullets() elif time == 32: self.state.x = float(self._game.width) / 2. #TODO self.state.y = float(self._game.width) #TODO self.direction = 0 self.sprite = Sprite() self.anmrunner = ANMRunner(self.anm, 0, self.sprite) self.sprite.alpha = 128 self.sprite.rescale = 0., 2.5 self.sprite.fade(30, 255) self.sprite.blendfunc = 1 self.sprite.scale_in(30, 1., 1.) elif time == 61: # respawned self.state.touchable = True self.state.invulnerable_time = 240 self.sprite.blendfunc = 0 self.sprite.changed = True elif time == 91: # start the bullet hell again self.death_time = 0 self.anmrunner.run_frame()