Mercurial > touhou
view pytouhou/game/game.py @ 187:46793ccfedca
Implement replays.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 26 Oct 2011 17:54:03 -0700 |
parents | 54eb6b254b7b |
children | 008f90ebfdc0 |
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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.random import Random from pytouhou.vm.eclrunner import ECLMainRunner from pytouhou.game.player import Player from pytouhou.game.enemy import Enemy from pytouhou.game.item import Item from pytouhou.game.effect import Effect from pytouhou.game.effect import Particle class Game(object): def __init__(self, resource_loader, player_states, stage, rank, difficulty, bullet_types, item_types, characters, nb_bullets_max=None): self.resource_loader = resource_loader self.nb_bullets_max = nb_bullets_max self.bullet_types = bullet_types self.item_types = item_types self.characters = characters self.players = [Player(player_state, characters[player_state.character], self) for player_state in player_states] self.enemies = [] self.effects = [] self.bullets = [] self.cancelled_bullets = [] self.players_bullets = [] self.items = [] self.stage = stage self.rank = rank self.difficulty = difficulty self.boss = None self.spellcard = None self.prng = Random() self.frame = 0 self.enm_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage, 'stg%denm2.anm' % stage)) self.etama4 = resource_loader.get_anm_wrapper(('etama4.anm',)) ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) self.ecl_runner = ECLMainRunner(ecl, self) def drop_bonus(self, x, y, _type, end_pos=None): player = self.players[0] #TODO if _type > 6: return item_type = self.item_types[_type] item = Item((x, y), item_type, self, end_pos=end_pos) self.items.append(item) def change_bullets_into_star_items(self): player = self.players[0] #TODO item_type = self.item_types[6] self.items.extend(Item((bullet.x, bullet.y), item_type, self, player=player) for bullet in self.bullets) self.bullets = [] def new_death(self, pos, index): anim = {0: 3, 1: 4, 2: 5}[index % 256] # The TB is wanted, if index isn’t in these values the original game crashs. self.effects.append(Effect(pos, anim, self.etama4)) def new_particle(self, pos, color, size, amp): self.effects.append(Particle(pos, 7 + 4 * color + self.prng.rand_uint16() % 4, self.etama4, size, (pos[0] + amp * self.prng.rand_double() - amp/2, pos[1] + amp * self.prng.rand_double() - amp/2))) def new_enemy(self, pos, life, instr_type, bonus_dropped, die_score): enemy = Enemy(pos, life, instr_type, bonus_dropped, die_score, self.enm_anm_wrapper, self) self.enemies.append(enemy) return enemy def run_iter(self, keystate): # 1. VMs. self.ecl_runner.run_iter() # 2. Filter out destroyed enemies self.enemies = [enemy for enemy in self.enemies if not enemy._removed] self.effects = [enemy for enemy in self.effects if not enemy._removed] self.bullets = [bullet for bullet in self.bullets if not bullet._removed] self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] self.items = [item for item in self.items if not item._removed] # 3. Let's play! #TODO: check update orders for player in self.players: player.update(keystate) #TODO: differentiate keystates (multiplayer mode) if player.state.x < 8.: player.state.x = 8. if player.state.x > 384.-8: #TODO player.state.x = 384.-8 if player.state.y < 16.: player.state.y = 16. if player.state.y > 448.-16: #TODO player.state.y = 448.-16 for enemy in self.enemies: enemy.update() for enemy in self.effects: enemy.update() for bullet in self.bullets: bullet.update() for bullet in self.cancelled_bullets: bullet.update() for bullet in self.players_bullets: bullet.update() for item in self.items: item.update() # 4. Check for collisions! #TODO for player in self.players: if not player.state.touchable: continue px, py = player.x, player.y phalf_size = player.hitbox_half_size px1, px2 = px - phalf_size, px + phalf_size py1, py2 = py - phalf_size, py + phalf_size ghalf_size = player.graze_hitbox_half_size gx1, gx2 = px - ghalf_size, px + ghalf_size gy1, gy2 = py - ghalf_size, py + ghalf_size for bullet in self.bullets: half_size = bullet.hitbox_half_size bx, by = bullet.x, bullet.y bx1, bx2 = bx - half_size, bx + half_size by1, by2 = by - half_size, by + half_size if not (bx2 < px1 or bx1 > px2 or by2 < py1 or by1 > py2): bullet.collide() if player.state.invulnerable_time == 0: player.collide() elif not bullet.grazed and not (bx2 < gx1 or bx1 > gx2 or by2 < gy1 or by1 > gy2): bullet.grazed = True player.state.graze += 1 player.state.score += 500 # found experimentally self.new_particle((px, py), 0, .8, 192) #TODO: find the real size and range. #TODO: display a static particle during one frame at # 12 pixels of the player, in the axis of the “collision”. for enemy in self.enemies: half_size_x, half_size_y = enemy.hitbox_half_size bx, by = enemy.x, enemy.y bx1, bx2 = bx - half_size_x, bx + half_size_x by1, by2 = by - half_size_y, by + half_size_y if enemy.touchable and not (bx2 < px1 or bx1 > px2 or by2 < py1 or by1 > py2): enemy.on_collide() if player.state.invulnerable_time == 0: player.collide() for item in self.items: half_size = item.hitbox_half_size bx, by = item.x, item.y bx1, bx2 = bx - half_size, bx + half_size by1, by2 = by - half_size, by + half_size if not (bx2 < px1 or bx1 > px2 or by2 < py1 or by1 > py2): player.collect(item) for enemy in self.enemies: ex, ey = enemy.x, enemy.y ehalf_size_x, ehalf_size_y = enemy.hitbox_half_size ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y for bullet in self.players_bullets: half_size = bullet.hitbox_half_size bx, by = bullet.x, bullet.y bx1, bx2 = bx - half_size, bx + half_size by1, by2 = by - half_size, by + half_size if not (bx2 < ex1 or bx1 > ex2 or by2 < ey1 or by1 > ey2): bullet.collide() enemy.on_attack(bullet) player.state.score += 90 # found experimentally # 5. Cleaning self.cleanup() self.frame += 1 def cleanup(self): # Filter out non-visible enemies for enemy in tuple(self.enemies): if enemy.is_visible(384, 448): #TODO enemy._was_visible = True elif enemy._was_visible: # Filter out-of-screen enemy enemy._removed = True self.enemies.remove(enemy) # Filter out-of-scren bullets # TODO: was_visible thing self.bullets = [bullet for bullet in self.bullets if bullet.is_visible(384, 448)] self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if bullet.is_visible(384, 448)] self.players_bullets = [bullet for bullet in self.players_bullets if bullet.is_visible(384, 448)] # Filter out-of-scren items self.items = [item for item in self.items if item.y < 448] # Disable boss mode if it is dead/it has timeout if self.boss and self.boss._removed: self.boss = None