Mercurial > touhou
view pytouhou/game/laser.pxd @ 612:73f134f84c7f
Request a RGB888 context, since SDL2’s default of RGB332 sucks.
On X11/GLX, it will select the first config available, that is the best
one, while on EGL it will iterate over them to select the one closest
to what the application requested.
Of course, anything lower than RGB888 looks bad and we really don’t
want that.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Thu, 26 Mar 2015 20:20:37 +0100 |
parents | 53fa73932e9a |
children | a6af3ff86612 |
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from pytouhou.game.element cimport Element from pytouhou.game.sprite cimport Sprite from pytouhou.game.lasertype cimport LaserType cdef enum State: STARTING, STARTED, STOPPING cdef class LaserLaunchAnim(Element): cdef Laser _laser cpdef update(self) cdef class Laser(Element): cdef public unsigned long frame cdef public double angle cdef unsigned long start_duration, duration, stop_duration, grazing_delay, cdef unsigned long grazing_extra_duration, sprite_idx_offset cdef double base_pos[2] cdef double speed, start_offset, end_offset, max_length, width cdef State state cdef LaserType _laser_type cdef void set_anim(self, long sprite_idx_offset=*) except * cpdef set_base_pos(self, double x, double y) cdef bint _check_collision(self, double point[2], double border_size) cdef bint check_collision(self, double point[2]) cdef bint check_grazing(self, double point[2]) #def get_bullets_pos(self) cpdef cancel(self) cpdef update(self) cdef class PlayerLaser(Element): cdef double hitbox[2] cdef double angle, offset cdef unsigned long frame, duration, sprite_idx_offset, damage cdef Element origin cdef LaserType _laser_type cdef void set_anim(self, long sprite_idx_offset=*) except * cdef void cancel(self) except * cdef void update(self) except *