view pytouhou/games/eosd/game.py @ 675:6be3320a1cb3

Use the same RenderState as PyTouhou in anmrenderer, and normalize color, thanks phaazon!
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 15 Aug 2019 00:26:01 +0200
parents df6ae915ebaa
children
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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 as GameBase
from pytouhou.game.bullettype import BulletType
from pytouhou.game.lasertype import LaserType
from pytouhou.game.itemtype import ItemType
from pytouhou.game.player import Player as PlayerBase
from pytouhou.game.orb import Orb
from pytouhou.game.background import Background

from pytouhou.vm import ECLMainRunner


class Common:
    default_power = [0, 64, 128, 128, 128, 128, 0]

    def __init__(self, resource_loader, player_characters, continues, *,
                 width=384, height=448):
        self.width, self.height = width, height

        self.etama = resource_loader.get_multi_anm(('etama3.anm', 'etama4.anm'))
        self.bullet_types = [BulletType(self.etama[0], 0, 11, 14, 15, 16, hitbox_size=2,
                                        type_id=0),
                             BulletType(self.etama[0], 1, 12, 17, 18, 19, hitbox_size=3,
                                        type_id=1),
                             BulletType(self.etama[0], 2, 12, 17, 18, 19, hitbox_size=2,
                                        type_id=2),
                             BulletType(self.etama[0], 3, 12, 17, 18, 19, hitbox_size=3,
                                        type_id=3),
                             BulletType(self.etama[0], 4, 12, 17, 18, 19, hitbox_size=2.5,
                                        type_id=4),
                             BulletType(self.etama[0], 5, 12, 17, 18, 19, hitbox_size=2,
                                        type_id=5),
                             BulletType(self.etama[0], 6, 13, 20, 20, 20, hitbox_size=8,
                                        launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0),
                                        type_id=6),
                             BulletType(self.etama[0], 7, 13, 20, 20, 20, hitbox_size=5.5,
                                        launch_anim_offsets=(1, 1, 1, 1),
                                        type_id=7),
                             BulletType(self.etama[0], 8, 13, 20, 20, 20, hitbox_size=4.5,
                                        launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0),
                                        type_id=8),
                             BulletType(self.etama[1], 0, 1, 2, 2, 2, hitbox_size=16,
                                        launch_anim_offsets=(0, 1, 2, 3),
                                        type_id=9)]

        self.laser_types = [LaserType(self.etama[0], 9),
                            LaserType(self.etama[0], 10)]

        self.item_types = [ItemType(self.etama[0], 0, 7), #Power
                           ItemType(self.etama[0], 1, 8), #Point
                           ItemType(self.etama[0], 2, 9), #Big power
                           ItemType(self.etama[0], 3, 10), #Bomb
                           ItemType(self.etama[0], 4, 11), #Full power
                           ItemType(self.etama[0], 5, 12), #1up
                           ItemType(self.etama[0], 6, 13)] #Star

        self.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')]

        eosd_characters = resource_loader.get_eosd_characters()
        self.first_character = player_characters[0] // 2
        self.player_anms = {}
        self.players = [None] * len(player_characters)
        for i, player_character in enumerate(player_characters):
            character = player_character // 2
            if character not in self.player_anms:
                face = resource_loader.get_multi_anm(('face0%da.anm' % character,
                                                      'face0%db.anm' % character,
                                                      'face0%dc.anm' % character))
                anm = resource_loader.get_single_anm('player0%d.anm' % character)
                self.player_anms[character] = (anm, face)

            self.players[i] = Player(i, self.player_anms[character][0],
                                     eosd_characters[player_character],
                                     character, continues)



class Game(GameBase):
    def __init__(self, resource_loader, stage, rank, difficulty,
                 common, prng, hints=None, friendly_fire=True,
                 nb_bullets_max=640):

        self.etama = common.etama #XXX
        self.enm_anm = resource_loader.get_anm('stg%denm.anm' % stage)
        try:
            self.enm_anm = self.enm_anm + resource_loader.get_anm('stg%denm2.anm' % stage)
        except KeyError:
            pass
        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 = resource_loader.get_single_anm('eff0%d.anm' % stage)

        self.msg = resource_loader.get_msg('msg%d.dat' % stage)
        msg_anm = [common.player_anms[common.first_character][1], #TODO: does it break bomb face of non-first player?
                   resource_loader.get_multi_anm(common.enemy_face[stage - 1])]

        self.msg_anm = [[], []]
        for i, anms in enumerate(msg_anm):
            for anm in anms:
                for sprite in anm.sprites.values():
                    self.msg_anm[i].append((anm, sprite))

        for player in common.players:
            player._game = self
            if player.power < 0:
                player.power = common.default_power[stage - 1]

        # Load stage data
        self.std = resource_loader.get_stage('stage%d.std' % stage)

        background_anm = resource_loader.get_single_anm('stg%dbg.anm' % stage)
        self.background = Background(self.std, background_anm)

        common.interface.start_stage(self, stage)

        GameBase.__init__(self, common.players, stage, rank, difficulty,
                          common.bullet_types, common.laser_types,
                          common.item_types, nb_bullets_max, common.width,
                          common.height, prng, common.interface, hints,
                          friendly_fire)

        try:
            self.texts['stage_name'] = common.interface.stage_name
        except AttributeError:
            pass

        try:
            self.texts['song_name'] = common.interface.song_name
        except AttributeError:
            pass



class Player(PlayerBase):
    def __init__(self, number, anm, shts, character, continues):
        self.sht = shts[0]
        self.focused_sht = shts[1]

        PlayerBase.__init__(self, number, anm, character, continues, power=-1)

        self.orbs = [Orb(anm, 128, self),
                     Orb(anm, 129, self)]

        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.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.focused = False


    @property
    def objects(self):
        return [self] + (self.orbs if self.power >= 8 else [])


    def update(self, keystate):
        PlayerBase.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()