Mercurial > touhou
view pytouhou/game/player.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 | 94c636f8f863 |
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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 from pytouhou.game.bullettype import BulletType from pytouhou.game.bullet import Bullet from math import pi class PlayerState(object): def __init__(self, character=0, score=0, power=0, lives=2, bombs=3): 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 self.invulnerable_time = 240 self.touchable = True self.focused = False self.power_bonus = 0 # Never goes over 30. class Player(object): def __init__(self, state, game, anm_wrapper): self._sprite = None self._anmrunner = None self._game = game self.anm_wrapper = anm_wrapper self.speeds = (self.sht.horizontal_vertical_speed, self.sht.diagonal_speed, self.sht.horizontal_vertical_focused_speed, self.sht.diagonal_focused_speed) self.hitbox_half_size = self.sht.hitbox / 2. self.graze_hitbox_half_size = self.sht.graze_hitbox / 2. self.fire_time = 0 self.state = state self.direction = None self.set_anim(0) self.death_time = 0 @property def x(self): return self.state.x @property def y(self): return self.state.y def objects(self): return [] def set_anim(self, index): self._sprite = Sprite() self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite) self._anmrunner.run_frame() def collide(self): if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death self.death_time = self._game.frame self._game.new_effect((self.state.x, self.state.y), 17) self._game.modify_difficulty(-1600) for i in range(16): self._game.new_particle((self.state.x, self.state.y), 2, 4., 256) #TODO: find the real size and range. def start_focusing(self): self.state.focused = True def stop_focusing(self): self.state.focused = False def fire(self): sht = self.focused_sht if self.state.focused else self.sht power = min(power for power in sht.shots if self.state.power < power) bullets = self._game.players_bullets nb_bullets_max = self._game.nb_bullets_max for shot in sht.shots[power]: if shot.type == 3: # TODO: Lasers aren't implemented yet continue if (self.fire_time + shot.delay) % shot.interval != 0: continue if nb_bullets_max is not None and len(bullets) == nb_bullets_max: break origin = self.orbs[shot.orb - 1] if shot.orb else self x = origin.x + shot.pos[0] y = origin.y + shot.pos[1] #TODO: find a better way to do that. bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, shot.sprite % 256 + 32, #TODO: find the real cancel anim 0, 0, 0, 0.) #TODO: Type 1 (homing bullets) and type 3 (laser) if shot.type == 2: #TODO: triple-check acceleration! bullets.append(Bullet((x, y), bullet_type, 0, shot.angle, shot.speed, (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), 16, self, self._game, player_bullet=True, damage=shot.damage, hitbox=shot.hitbox)) else: bullets.append(Bullet((x, y), bullet_type, 0, shot.angle, shot.speed, (0, 0, 0, 0, 0., 0., 0., 0.), 0, self, self._game, player_bullet=True, damage=shot.damage, hitbox=shot.hitbox)) def update(self, keystate): if self.death_time == 0 or self._game.frame - self.death_time > 60: speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] try: dx, dy = {16: (0.0, -speed), 32: (0.0, speed), 64: (-speed, 0.0), 128: (speed, 0.0), 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] except KeyError: dx, dy = 0.0, 0.0 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 if not self.state.focused and keystate & 4: self.start_focusing() elif self.state.focused and not keystate & 4: self.stop_focusing() if self.state.invulnerable_time > 0: self.state.invulnerable_time -= 1 m = self.state.invulnerable_time % 8 if m == 0: self._sprite.color = (255, 255, 255) self._sprite._changed = True elif m == 2: self._sprite.color = (64, 64, 64) self._sprite._changed = True if keystate & 1 and self.fire_time == 0: self.fire_time = 30 if self.fire_time > 0: self.fire() self.fire_time -= 1 if self.death_time: time = self._game.frame - self.death_time if time == 6: # too late, you are dead :( self.state.touchable = False self.state.lives -= 1 if self.state.power > 16: self.state.power -= 16 else: self.state.power = 0 self._game.drop_bonus(self.state.x, self.state.y, 2, end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc self._game.prng.rand_double() * 192 - 64)) # @0x41f3 for i in range(5): self._game.drop_bonus(self.state.x, self.state.y, 0, end_pos=(self._game.prng.rand_double() * 288 + 48, self._game.prng.rand_double() * 192 - 64)) elif time == 7: self._sprite.mirrored = False self._sprite.blendfunc = 0 self._sprite.rescale = 0.75, 1.5 self._sprite.fade(26, 96, lambda x: x) self._sprite.scale_in(26, 0.00, 2.5, lambda x: x) elif time == 32: self.state.x = float(self._game.width) / 2. #TODO self.state.y = float(self._game.width) #TODO self.direction = None self._sprite = Sprite() self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite) self._sprite.alpha = 128 self._sprite.rescale = 0.0, 2.5 self._sprite.fade(30, 255, lambda x: x) self._sprite.blendfunc = 1 self._sprite.scale_in(30, 1., 1., lambda x: x) self._anmrunner.run_frame() elif time == 61: # respawned self.state.touchable = True self.state.invulnerable_time = 240 self._sprite.blendfunc = 0 self._sprite._changed = True if time > 30: for bullet in self._game.bullets: bullet.cancel() for laser in self._game.lasers: laser.cancel() if time > 90: # start the bullet hell again self.death_time = 0 self._anmrunner.run_frame()