Mercurial > touhou
view pytouhou/game/game.py @ 374:6a63fd3deb76
Use an iterator to get the keystates from a replay.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 05 Aug 2012 18:19:42 +0200 |
parents | 6deab6ad8be8 |
children | c25530efea3b |
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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.vm.eclrunner import ECLMainRunner from pytouhou.vm.msgrunner import MSGRunner from pytouhou.game.bullet import LAUNCHED, CANCELLED from pytouhou.game.enemy import Enemy from pytouhou.game.item import Item from pytouhou.game.effect import Effect from pytouhou.game.effect import Particle from pytouhou.game.text import Text class GameOver(Exception): pass 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, interface=None, continues=0): 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.players_lasers = [None, None] self.items = [] self.labels = [] self.interface = interface self.continues = continues 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.time_stop = False self.msg_runner = None self.msg_wait = False 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 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_runners = [ECLMainRunner(main, ecl.subs, self) for main in ecl.mains] self.spellcard_effect_anm_wrapper = resource_loader.get_anm_wrapper(('eff0%d.anm' % stage,)) self.spellcard_effect = None #TODO: better place? self.ascii_wrapper = resource_loader.get_anm_wrapper(('ascii.anm',)) # 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 self.last_keystate = 0 def msg_sprites(self): return [] def lasers_sprites(self): return [laser for laser in self.players_lasers if laser] 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_spellcard_effect(self): self.spellcard_effect = Effect((-32., -16.), 0, self.spellcard_effect_anm_wrapper) #TODO: find why this offset is necessary. self.spellcard_effect.sprite.allow_dest_offset = True #TODO: should be the role of anm’s 25th instruction. Investigate! def disable_spellcard_effect(self): self.spellcard_effect = None def drop_bonus(self, x, y, _type, end_pos=None): player = self.players[0] #TODO if _type > 6: return if len(self.items) >= self.nb_bullets_max: return #TODO: check 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 cancel_bullets(self): for bullet in self.bullets: bullet.cancel() for laser in self.lasers: laser.cancel() 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 change_bullets_into_bonus(self): player = self.players[0] #TODO score = 0 bonus = 2000 for bullet in self.bullets: label = self.new_label((bullet.x, bullet.y), str(bonus)) score += bonus bonus += 10 self.bullets = [] player.state.score += score #TODO: display the final bonus score. def kill_enemies(self): for enemy in self.enemies: if enemy.boss: pass # Bosses are immune to 96 elif enemy.touchable: enemy.life = 0 elif enemy.death_callback > 0: #TODO: check enemy.process.switch_to_sub(enemy.death_callback) enemy.death_callback = -1 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 new_msg(self, sub): self.msg_runner = MSGRunner(self.msg, sub, self) self.msg_runner.run_iteration() def new_label(self, pos, text): label = Text(pos, self.ascii_wrapper, text=text, xspacing=8, shift=48) label.set_timeout(60) self.labels.append(label) return label def run_iter(self, keystate): # 1. VMs. for runner in self.ecl_runners: runner.run_iter() # 2. Modify difficulty if self.frame % (32*60) == (32*60): #TODO: check if that is really that frame. self.modify_difficulty(+100) # 3. Filter out destroyed enemies self.enemies = [enemy for enemy in self.enemies if not enemy.removed] self.effects = [effect for effect in self.effects if not effect.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] # 4. 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_background() #TODO: Pri unknown if self.msg_runner: self.update_msg(keystate) # Pri ? keystate &= ~3 # Remove the ability to attack (keystates 1 and 2). 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() self.interface.update() # Pri 12 for label in self.labels: #TODO: what priority is it? label.update() # 5. Clean up self.cleanup() self.frame += 1 def update_background(self): if self.time_stop: return None if self.spellcard_effect is not None: self.spellcard_effect.update() #TODO: update the actual background here? def update_enemies(self): for enemy in self.enemies: enemy.update() def update_msg(self, keystate): if any((keystate & k and not self.last_keystate & k) for k in (1, 256)): self.msg_runner.skip() self.msg_runner.skipping = bool(keystate & 256) self.last_keystate = keystate self.msg_runner.run_iteration() def update_players(self, keystate): if self.time_stop: return None for bullet in self.players_bullets: bullet.update() 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 #XXX: Why 78910? Is it really the right value? player.state.effective_score = min(player.state.effective_score + 78910, player.state.score) #TODO: give extra lives to the player def update_effects(self): for effect in self.effects: effect.update() def update_bullets(self): if self.time_stop: return None for bullet in self.cancelled_bullets: bullet.update() for bullet in self.bullets: bullet.update() for laser in self.players_lasers: if laser: laser.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 laser in self.lasers: if laser.check_collision((px, py)): if player.state.invulnerable_time == 0: player.collide() elif laser.check_grazing((px, py)): player.state.graze += 1 #TODO player.state.score += 500 #TODO player.play_sound('graze') self.modify_difficulty(+6) #TODO self.new_particle((px, py), 0, .8, 192) #TODO for bullet in self.bullets: if bullet.state != LAUNCHED: continue 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 player.play_sound('graze') 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] # Update cancelled bullets self.cancelled_bullets = [b for b in chain(self.cancelled_bullets, self.bullets, self.players_bullets) if b.state == CANCELLED and not b.removed] # Filter out-of-scren bullets self.bullets = [bullet for bullet in self.bullets if not bullet.removed and bullet.state != CANCELLED] self.players_bullets = [bullet for bullet in self.players_bullets if not bullet.removed and bullet.state != CANCELLED] for i, laser in enumerate(self.players_lasers): if laser and laser.removed: self.players_lasers[i] = None self.effects = [effect for effect in self.effects if not effect.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 < self.height: items.append(item) else: self.modify_difficulty(-3) self.items = items self.labels = [label for label in self.labels if not label.removed] # Disable boss mode if it is dead/it has timeout if self.boss and self.boss._enemy.removed: self.boss = None