Mercurial > touhou
view pytouhou/game/game.py @ 278:615c0bb6064b
Fix generation of bullets/items position from lasers.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 06 Feb 2012 19:38:54 +0100 |
parents | f037bca24f2d |
children | 4838e9bab0f9 |
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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 itertools import chain from pytouhou.utils.random import Random from pytouhou.vm.eclrunner import ECLMainRunner 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, players, stage, rank, difficulty, bullet_types, laser_types, item_types, nb_bullets_max=None, width=384, height=448, prng=None): self.resource_loader = resource_loader self.width, self.height = width, height self.nb_bullets_max = nb_bullets_max self.bullet_types = bullet_types self.laser_types = laser_types self.item_types = item_types self.players = players self.enemies = [] self.effects = [] self.bullets = [] self.lasers = [] self.cancelled_bullets = [] self.players_bullets = [] self.items = [] self.stage = stage self.rank = rank self.difficulty = difficulty self.difficulty_counter = 0 self.difficulty_min = 12 if rank == 0 else 10 self.difficulty_max = 20 if rank == 0 else 32 self.boss = None self.spellcard = None self.bonus_list = [0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 2] self.prng = prng or 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) self.effect_anm_wrapper = resource_loader.get_anm_wrapper(('eff0%d.anm' % stage,)) self.effect = None # See 102h.exe@0x413220 if you think you're brave enough. self.deaths_count = self.prng.rand_uint16() % 3 self.next_bonus = self.prng.rand_uint16() % 8 def modify_difficulty(self, diff): self.difficulty_counter += diff while self.difficulty_counter < 0: self.difficulty -= 1 self.difficulty_counter += 100 while self.difficulty_counter >= 100: self.difficulty += 1 self.difficulty_counter -= 100 if self.difficulty < self.difficulty_min: self.difficulty = self.difficulty_min elif self.difficulty > self.difficulty_max: self.difficulty = self.difficulty_max def enable_effect(self): self.effect = Effect((-32., -16.), 0, self.effect_anm_wrapper) #TODO: find why this offset is necessary. self.effect._sprite.allow_dest_offset = True #TODO: should be the role of anm’s 25th instruction. Investigate! def disable_effect(self): self.effect = None 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), _type, item_type, self, end_pos=end_pos) self.items.append(item) def autocollect(self, player): for item in self.items: if not item.player: item.autocollect(player) 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), 6, item_type, self, player=player) for bullet in self.bullets) for laser in self.lasers: self.items.extend(Item(pos, 6, item_type, self, player=player) for pos in laser.get_bullets_pos()) laser.cancel() self.bullets = [] def new_effect(self, pos, anim, anm_wrapper=None): self.effects.append(Effect(pos, anim, anm_wrapper or 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, amp, self)) 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() if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame. self.modify_difficulty(+100) # 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! # In the original game, updates are done in prioritized functions called "chains" # We have to mimic this functionnality to be replay-compatible with the official game. # Pri 6 is background self.update_effect() #TODO: Pri unknown self.update_players(keystate) # Pri 7 self.update_enemies() # Pri 9 self.update_effects() # Pri 10 self.update_bullets() # Pri 11 for laser in self.lasers: #TODO: what priority is it? laser.update() # Pri 12 is HUD # 4. Cleaning self.cleanup() self.frame += 1 def update_effect(self): if self.effect is not None: self.effect.update() def update_enemies(self): for enemy in self.enemies: enemy.update() def update_players(self, keystate): 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 > self.width - 8: player.state.x = self.width - 8 if player.state.y < 16.: player.state.y = 16. if player.state.y > self.height - 16: player.state.y = self.height -16 for bullet in self.players_bullets: bullet.update() def update_effects(self): for effect in self.effects: effect.update() def update_bullets(self): for bullet in self.cancelled_bullets: bullet.update() for bullet in self.bullets: bullet.update() for item in self.items: item.update() 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[0], bx + half_size[0] by1, by2 = by - half_size[1], by + half_size[1] 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.modify_difficulty(+6) 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”. #TODO: is it the right place? if py < 128 and player.state.power >= 128: #TODO: check py. self.autocollect(player) half_size = player.sht.item_hitbox / 2. for item in self.items: 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): item.on_collect(player) def cleanup(self): # Filter out non-visible enemies for enemy in self.enemies: if enemy.is_visible(self.width, self.height): enemy._was_visible = True elif enemy._was_visible: # Filter out-of-screen enemy enemy._removed = True self.enemies = [enemy for enemy in self.enemies if not enemy._removed] # Filter out-of-scren bullets self.bullets = [bullet for bullet in self.bullets if not bullet._removed] self.players_bullets = [bullet for bullet in self.players_bullets if not bullet._removed] self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] # Filter “timed-out” lasers self.lasers = [laser for laser in self.lasers if not laser._removed] # Filter out-of-scren items items = [] for item in self.items: if item.y < 448: items.append(item) else: self.modify_difficulty(-3) self.items = items # Disable boss mode if it is dead/it has timeout if self.boss and self.boss._removed: self.boss = None