Mercurial > touhou
view pytouhou/games/eosd.py @ 311:550ec10cccbc
Fix angle between salves of circle-distributed bullets.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Wed, 14 Mar 2012 19:02:45 +0100 |
parents | 5492472963b0 |
children | 8d1768fa4cbb |
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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 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): 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=4), BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6), BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4), BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6), BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5), BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4), BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16, launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0)), BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11, launch_anim_offsets=(1,)*28), BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9, launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0)), BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32, launch_anim_offsets=(0, 1, 2, 3, 4, 5, 6, 7, 8))] 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] interface = EoSDInterface(player_states, resource_loader) Game.__init__(self, resource_loader, players, stage, rank, difficulty, bullet_types, laser_types, item_types, nb_bullets_max, width, height, prng, interface) class EoSDInterface(Game): def __init__(self, states, resource_loader): self.states = states 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.labels = { 'highscore': Text((500, 58), '0', front, ascii_wrapper), 'score': Text((500, 82), '0', front, ascii_wrapper), 'player': Text((500, 122), 'star star', front, ascii_wrapper), 'bombs': Text((500, 146), 'star star', front, ascii_wrapper), 'power': Text((500, 186), '0', front, ascii_wrapper), 'graze': Text((500, 206), '0', front, ascii_wrapper), 'points': Text((500, 226), '0', front, ascii_wrapper), 'framerate': Text((512, 464), '', front, ascii_wrapper), 'debug?': Text((0, 464), '', front, ascii_wrapper), } def update(self): for elem in self.items: elem.update() player_state = self.states[0] 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) 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 def objects(self): return 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()