Mercurial > touhou
view pytouhou/game/player.py @ 164:5271789c067d
Implement player bullets rendering and updating.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 16 Oct 2011 08:01:28 -0700 |
parents | 7769ce7be03c |
children | ea2ad94c33a0 |
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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.game.sprite import Sprite from pytouhou.vm.anmrunner import ANMRunner SQ2 = 2. ** 0.5 / 2. class PlayerState(object): def __init__(self, character=0, score=0, power=0, lives=0, bombs=0): self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... self.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 class Player(object): def __init__(self, state, character): self._sprite = None self._anmrunner = None self.hitbox_half_size = character.hitbox_size / 2. self.state = state self.character = character self.anm_wrapper = character.anm_wrapper self.direction = None self.set_anim(0) @property def x(self): return self.state.x @property def y(self): return self.state.y def set_anim(self, index): self._sprite = Sprite() self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite) self._anmrunner.run_frame() def collide(self): self.state.lives -= 1 self.state.x = 192.0 self.state.y = 384.0 #TODO: animation #TODO: set invulnerability. def collect(self, item): #TODO self.state.score += item._item_type.score item._removed = True def update(self, keystate): try: dx, dy = {16: (0.0, -1.0), 32: (0.0, 1.0), 64: (-1.0, 0.0), 128: (1.0, 0.0), 16|64: (-SQ2, -SQ2), 16|128: (SQ2, -SQ2), 32|64: (-SQ2, SQ2), 32|128: (SQ2, SQ2)}[keystate & (16|32|64|128)] except KeyError: speed = 0.0 dx, dy = 0.0, 0.0 else: speed = self.character.focused_speed if keystate & 4 else self.character.speed dx, dy = dx * speed, dy * speed 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 is not None: self.set_anim({-1: 2, +1: 4}[self.direction]) self.direction = None self.state.x += dx self.state.y += dy self._anmrunner.run_frame()