Mercurial > touhou
view pytouhou/games/eosd.py @ 401:3ce4065840e9
Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 14 Feb 2013 20:07:23 +0100 |
parents | b11953cf1d3b |
children | 6c0cb3eee33e |
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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 from pytouhou.game.bullettype import BulletType from pytouhou.game.lasertype import LaserType from pytouhou.game.itemtype import ItemType from pytouhou.game.player import Player from pytouhou.game.orb import Orb from pytouhou.game.effect import Effect from pytouhou.game.text import Text, Counter, Gauge SQ2 = 2. ** 0.5 / 2. class EoSDGame(Game): def __init__(self, resource_loader, player_states, stage, rank, difficulty, bullet_types=None, laser_types=None, item_types=None, nb_bullets_max=640, width=384, height=448, prng=None, continues=0): if not bullet_types: etama3 = resource_loader.get_anm_wrapper(('etama3.anm',)) etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=2, type_id=0), BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=3, type_id=1), BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=2, type_id=2), BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=3, type_id=3), BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=2.5, type_id=4), BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=2, type_id=5), BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=8, launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), type_id=6), BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=5.5, launch_anim_offsets=(1,)*28, type_id=7), BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=4.5, launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), type_id=8), BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=16, launch_anim_offsets=(0, 1, 2, 3, 4, 5, 6, 7, 8), type_id=9)] if not laser_types: laser_types = [LaserType(etama3, 9), LaserType(etama3, 10)] if not item_types: item_types = [ItemType(etama3, 0, 7), #Power ItemType(etama3, 1, 8), #Point ItemType(etama3, 2, 9), #Big power ItemType(etama3, 3, 10), #Bomb ItemType(etama3, 4, 11), #Full power ItemType(etama3, 5, 12), #1up ItemType(etama3, 6, 13)] #Star player_face = player_states[0].character // 2 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')] self.msg = resource_loader.get_msg('msg%d.dat' % stage) self.msg_anm_wrapper = resource_loader.get_anm_wrapper2(('face0%da.anm' % player_face, 'face0%db.anm' % player_face, 'face0%dc.anm' % player_face) + enemy_face[stage - 1], (0, 2, 4, 8, 10, 11, 12)) characters = resource_loader.get_eosd_characters() players = [EoSDPlayer(state, self, resource_loader, characters[state.character]) for state in player_states] self.stage = stage #XXX interface = EoSDInterface(self, resource_loader) Game.__init__(self, resource_loader, players, stage, rank, difficulty, bullet_types, laser_types, item_types, nb_bullets_max, width, height, prng, interface, continues) class EoSDInterface(object): def __init__(self, game, resource_loader): self.game = game front = resource_loader.get_anm_wrapper(('front.anm',)) ascii_wrapper = resource_loader.get_anm_wrapper(('ascii.anm',)) self.width = 640 self.height = 480 self.game_pos = (32, 16) self.highscore = 1000000 #TODO: read score.dat self.items = ([Effect((0, 32 * i), 6, front) for i in range(15)] + [Effect((416 + 32 * i, 32 * j), 6, front) for i in range(7) for j in range(15)] + [Effect((32 + 32 * i, 0), 7, front) for i in range(12)] + [Effect((32 + 32 * i, 464), 8, front) for i in range(12)] + [Effect((0, 0), 5, front)] + [Effect((0, 0), i, front) for i in range(5) + range(9, 16)]) for item in self.items: item.sprite.allow_dest_offset = True #XXX self.level_start = [Text((176, 200), ascii_wrapper, text='STAGE %d' % game.stage)] #TODO: find the exact location. self.level_start[0].set_timeout(240, effect=60, start=120) self.level_start[0].set_color('yellow') #TODO: use the system text for the stage name, and the song name. self.labels = { 'highscore': Text((500, 58), ascii_wrapper, front, text='0'), 'score': Text((500, 82), ascii_wrapper, front, text='0'), 'player': Counter((500, 122), front, front, script=16, value=0), 'bombs': Counter((500, 146), front, front, script=17, value=0), 'power': Text((500, 186), ascii_wrapper, front, text='0'), 'graze': Text((500, 206), ascii_wrapper, front, text='0'), 'points': Text((500, 226), ascii_wrapper, front, text='0'), 'framerate': Text((512, 464), ascii_wrapper, front), 'debug?': Text((0, 464), ascii_wrapper, front), # Only when there is a boss. 'boss_lives': Text((80, 16), ascii_wrapper), 'timeout': Text((384, 16), ascii_wrapper), } self.labels['boss_lives'].set_color('yellow') self.boss_items = [ Effect((0, 0), 19, front), # Enemy Gauge((100, 24), front), # Gauge Gauge((100, 24), front), # Spellcard gauge ] for item in self.boss_items: item.sprite.allow_dest_offset = True #XXX def set_boss_life(self): if not self.game.boss: return self.boss_items[1].maximum = self.game.boss._enemy.life or 1 self.boss_items[2].maximum = self.game.boss._enemy.life or 1 def set_spell_life(self): self.boss_items[2].set_value(self.game.boss._enemy.low_life_trigger if self.game.boss else 0) def update(self): for elem in self.items: elem.update() for elem in self.level_start: elem.update() if elem.removed: #XXX self.level_start = [] player_state = self.game.players[0].state self.highscore = max(self.highscore, player_state.effective_score) self.labels['highscore'].set_text('%09d' % self.highscore) self.labels['score'].set_text('%09d' % player_state.effective_score) self.labels['power'].set_text('%d' % player_state.power) self.labels['graze'].set_text('%d' % player_state.graze) self.labels['points'].set_text('%d' % player_state.points) self.labels['player'].set_value(player_state.lives) self.labels['bombs'].set_value(player_state.bombs) if self.game.boss: boss = self.game.boss._enemy life_gauge = self.boss_items[1] life_gauge.set_value(boss.life) spell_gauge = self.boss_items[2] spell_gauge.sprite.color = (255, 192, 192) if boss.life < spell_gauge.value: spell_gauge.set_value(boss.life) for item in self.boss_items: item.update() self.labels['boss_lives'].set_text('%d' % boss.remaining_lives) self.labels['boss_lives'].changed = True timeout = min((boss.timeout - boss.frame) // 60, 99) timeout_label = self.labels['timeout'] if timeout >= 20: timeout_label.set_color('blue') elif timeout >= 10: timeout_label.set_color('darkblue') else: if timeout >= 5: timeout_label.set_color('purple') else: timeout_label.set_color('red') if (boss.timeout - boss.frame) % 60 == 0 and boss.timeout != 0: self.game.sfx_player.play('timeout.wav', volume=1.) timeout_label.set_text('%02d' % (timeout if timeout >= 0 else 0)) timeout_label.changed = True class EoSDPlayer(Player): def __init__(self, state, game, resource_loader, character): self.sht = character[0] self.focused_sht = character[1] anm_wrapper = resource_loader.get_anm_wrapper(('player0%d.anm' % (state.character // 2),)) self.anm_wrapper = anm_wrapper Player.__init__(self, state, game, anm_wrapper) self.orbs = [Orb(self.anm_wrapper, 128, self.state, None), Orb(self.anm_wrapper, 129, self.state, None)] 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.state.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.state.focused = False @property def objects(self): return [self] + (self.orbs if self.state.power >= 8 else []) def update(self, keystate): Player.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()