view pytouhou/game/player.py @ 177:6e8653ff2b23

Fix boss mode and don’t suicide the boss when she just want to kill the other enemies.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 23 Oct 2011 01:53:44 -0700
parents 80a4c7ed43b3
children 184196480f59
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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


SQ2 = 2. ** 0.5 / 2.


class PlayerState(object):
    def __init__(self, character=0, score=0, power=0, lives=0, bombs=0):
        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 = 60
        self.touchable = True


class Player(object):
    def __init__(self, state, character, game):
        self._sprite = None
        self._anmrunner = None
        self._game = game

        self.hitbox_half_size = character.hitbox_size / 2.
        self.graze_hitbox_half_size = character.graze_hitbox_size / 2.

        self.state = state
        self.character = character
        self.anm_wrapper = character.anm_wrapper
        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 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), 2)


    def collect(self, item):
        #TODO
        self.state.score += item._item_type.score
        item._removed = True


    def update(self, keystate):
        if self.death_time == 0 or self._game.frame - self.death_time > 60:
            try:
                dx, dy = {16: (0.0, -1.0), 32: (0.0, 1.0), 64: (-1.0, 0.0), 128: (1.0, 0.0),
                          16|64: (-SQ2, -SQ2), 16|128: (SQ2, -SQ2),
                          32|64: (-SQ2, SQ2), 32|128:  (SQ2, SQ2)}[keystate & (16|32|64|128)]
            except KeyError:
                speed = 0.0
                dx, dy = 0.0, 0.0
            else:
                speed = self.character.focused_speed if keystate & 4 else self.character.speed
                dx, dy = dx * speed, dy * speed

            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 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 self.death_time:
            time = self._game.frame - self.death_time
            if time == 6: # too late, you are dead :(
                self.state.touchable = False
                self._game.drop_bonus(self.state.x, self.state.y, 2, end_pos=None) #TODO: find the formula
                for i in range(5):
                    self._game.drop_bonus(self.state.x, self.state.y, 0, end_pos=None) #TODO: find the formula
                self.state.lives -= 1

            elif time == 7:
                self._sprite.mirrored = False
                self._sprite.fade(24, 128, lambda x: x)
                self._sprite.blendfunc = 1
                self._sprite.scale_in(24, 0., 2., lambda x: x)

            elif time == 31:
                self.state.x = 192.0
                self.state.y = 384.0
                self.direction = None

                self._sprite = Sprite()
                self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite)
                self._sprite.alpha = 128
                self._sprite.rescale = 0., 2.
                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 == 60: # respawned
                self.state.touchable = True
                self.state.invulnerable_time = 240
                self._sprite.blendfunc = 0

            if time > 30:
                for bullet in self._game.bullets:
                    bullet.cancel()

            if time > 90: # start the bullet hell again
                self.death_time = 0


        self._anmrunner.run_frame()