Mercurial > touhou
view pytouhou/game/enemymanager.py @ 39:493b503c81e0
Fix PRNG and add some methods to perform like EoSD
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 15 Aug 2011 00:38:19 +0200 |
parents | a10e3f44a883 |
children | ce662b372ee0 |
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from itertools import chain from io import BytesIO import os from struct import unpack, pack from pytouhou.utils.interpolator import Interpolator from pytouhou.game.eclrunner import ECLRunner from pytouhou.game.sprite import Sprite from math import cos, sin, atan2 class Enemy(object): def __init__(self, pos, life, _type, ecl_runner, anm_wrapper): self.anm_wrapper = anm_wrapper self.anm = None self.ecl_runner = ecl_runner self.x, self.y = pos self.life = life self.max_life = life self.type = _type self.frame = 0 self.sprite = None self.pending_bullets = [] self.bullet_attributes = [] self.bullet_launch_offset = (0, 0) self.death_sprite = None self.movement_dependant_sprites = None self.direction = None self.interpolator = None #TODO self.angle = 0. self.speed = 0. self.rotation_speed = 0. self.acceleration = 0. self.hitbox = (0, 0) self.ecl_runner.implementation.update({#67: ('HHIIffffI', self.set_bullet_attributes), 97: ('I', self.set_sprite), 98: ('HHHHHH', self.set_multiple_sprites), 45: ('ff', self.set_angle_speed), 43: ('fff', self.set_pos), 46: ('f', self.set_rotation_speed), 47: ('f', self.set_speed), 48: ('f', self.set_acceleration), 51: ('If', self.target_player), 57: ('Ifff', self.move_to), 100: ('I', self.set_death_sprite), 103: ('fff', self.set_hitbox)}) #TODO def set_death_sprite(self, sprite_index): self.death_sprite = sprite_index % 256 #TODO def set_hitbox(self, width, height, depth): self.hitbox = (width, height) def set_sprite(self, sprite_index): self.anm, self.sprite = self.anm_wrapper.get_sprite(sprite_index) def set_multiple_sprites(self, default, end_left, end_right, left, right, unknown): self.movement_dependant_sprites = end_left, end_right, left, right, unknown self.anm, self.sprite = self.anm_wrapper.get_sprite(default) def set_angle_speed(self, angle, speed): self.angle, self.speed = angle, speed def set_pos(self, x, y, z): self.x, self.y = x, y self.interpolator = Interpolator((x, y)) self.interpolator.set_interpolation_start(self.frame, (x, y)) def set_rotation_speed(self, speed): self.rotation_speed = speed def set_speed(self, speed): self.speed = speed def set_acceleration(self, acceleration): self.acceleration = acceleration def target_player(self, unknown, speed): self.speed = speed #TODO: unknown player_x, player_y = 192., 400.#TODO self.angle = atan2(player_y - self.y, player_x - self.x) def move_to(self, duration, x, y, z): self.interpolator.set_interpolation_end(self.frame + duration, (x, y)) def is_visible(self, screen_width, screen_height): if not self.sprite: return False tx, ty, tw, th = self.sprite.texcoords if self.sprite.corner_relative_placement: raise Exception #TODO else: max_x = tw / 2. max_y = th / 2. min_x = -max_x min_y = -max_y if any((min_x >= screen_width - self.x, max_x <= -self.x, min_y >= screen_height - self.y, max_y <= -self.y)): return False return True def get_objects_by_texture(self): objects_by_texture = {} key = self.anm.first_name, self.anm.secondary_name if not key in objects_by_texture: objects_by_texture[key] = (0, [], [], []) vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self.sprite._vertices) objects_by_texture[key][1].extend(vertices) objects_by_texture[key][2].extend(self.sprite._uvs) objects_by_texture[key][3].extend(self.sprite._colors) #TODO: effects/bullet launch return objects_by_texture def update(self, frame): self.ecl_runner.update() x, y = self.x, self.y if self.interpolator: self.interpolator.update(self.frame) x, y = self.interpolator.values self.speed += self.acceleration #TODO: units? Execution order? self.angle += self.rotation_speed #TODO: units? Execution order? 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? if x < self.x: self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[2]) self.direction = -1 elif x > self.x: self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[3]) self.direction = +1 elif self.direction is not None: self.anm, self.sprite = self.anm_wrapper.get_sprite(self.movement_dependant_sprites[{-1: 0, +1:1}[self.direction]]) self.direction = None self.x, self.y = x, y if self.sprite: changed = self.sprite.update() visible = self.is_visible(384, 448) if changed and visible: self.sprite.update_vertices_uvs_colors() elif not self.sprite.playing: visible = False self.sprite = None else: visible = False self.frame += 1 return visible class EnemyManager(object): def __init__(self, stage, anm_wrapper, ecl): self.stage = stage self.anm_wrapper = anm_wrapper self.main = [] self.ecl = ecl self.objects_by_texture = {} self.enemies = [] # Populate main for frame, sub, instr_type, args in ecl.main: if not self.main or self.main[-1][0] < frame: self.main.append((frame, [(sub, instr_type, args)])) elif self.main[-1][0] == frame: self.main[-1][1].append((sub, instr_type, args)) def make_enemy_deleter(self, enemy): def _enemy_deleter(unknown): #TODO: unknown self.enemies.remove(enemy) return _enemy_deleter def update(self, frame): if self.main and self.main[0][0] == frame: for sub, instr_type, args in self.main.pop(0)[1]: if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy x, y, z, life, unknown1, unknown2, unknown3 = args ecl_runner = ECLRunner(self.ecl, sub) enemy = Enemy((x, y), life, instr_type, ecl_runner, self.anm_wrapper) ecl_runner.implementation[1] = ('I', self.make_enemy_deleter(enemy)) self.enemies.append(enemy) # Update enemies visible_enemies = [enemy for enemy in self.enemies if enemy.update(frame)] # Add enemies to vertices/uvs self.objects_by_texture = {} for enemy in visible_enemies: if enemy.is_visible(384, 448): #TODO for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items(): if not key in self.objects_by_texture: self.objects_by_texture[key] = (0, [], [], []) self.objects_by_texture[key][1].extend(vertices) self.objects_by_texture[key][2].extend(uvs) self.objects_by_texture[key][3].extend(colors) for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items(): nb_vertices = len(vertices) vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) colors = pack('B' * (4 * nb_vertices), *chain(*colors)) self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)