Mercurial > touhou
view pytouhou/game/enemy.py @ 103:789994275968
Fix boss callback, handle a few more callbacks
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 05 Sep 2011 01:07:43 +0200 |
parents | 5c40cc1b8019 |
children | 6c59d0eeb5fa |
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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 io import BytesIO import os from struct import unpack, pack from pytouhou.utils.interpolator import Interpolator from pytouhou.vm.eclrunner import ECLRunner from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.sprite import Sprite from pytouhou.game.bullet import Bullet from math import cos, sin, atan2, pi class Enemy(object): def __init__(self, pos, life, _type, anm_wrapper, game_state): self._game_state = game_state self._anm_wrapper = anm_wrapper self._sprite = None self._anmrunner = None self._removed = False self._type = _type self._was_visible = False self.frame = 0 self.x, self.y = pos self.life = life self.max_life = life self.touchable = True self.damageable = True self.death_flags = 0 self.bullets = [] self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) self.bullet_attributes = None self.bullet_launch_offset = (0, 0) self.death_callback = None self.boss_callback = None self.low_life_callback = None self.low_life_trigger = None self.timeout = None self.timeout_callback = None self.remaining_lives = -1 self.automatic_orientation = False self.bullet_launch_interval = 0 self.bullet_launch_timer = 0 self.delay_attack = False self.death_anim = None self.movement_dependant_sprites = None self.direction = None self.interpolator = None #TODO self.speed_interpolator = None self.angle = 0. self.speed = 0. self.rotation_speed = 0. self.acceleration = 0. self.hitbox = (0, 0) self.screen_box = None def set_bullet_attributes(self, type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags) if not self.delay_attack: self.fire() def fire(self): (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags) = self.bullet_attributes self.bullet_launch_timer = 0 player = self.select_player() if type_ in (67, 69, 71): launch_angle += self.get_player_angle(player) if type_ in (69, 70, 71): angle = 2. * pi / bullets_per_shot if type_ == 71: launch_angle += pi / bullets_per_shot launch_angle -= angle * (bullets_per_shot - 1) / 2. for shot_nb in range(number_of_shots): shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) bullet_angle = launch_angle for bullet_nb in range(bullets_per_shot): self.bullets.append(Bullet((self.x, self.y), anim, sprite_idx_offset, bullet_angle, shot_speed, self.extended_bullet_attributes, flags, player, self._game_state)) bullet_angle += angle def select_player(self, players=None): return (players or self._game_state.players)[0] #TODO def get_player_angle(self, player=None): player = player or self.select_player() return atan2(player.y - self.y, player.x - self.x) def set_anim(self, index): self._sprite = Sprite() self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) def set_pos(self, x, y, z): self.x, self.y = x, y self.interpolator = Interpolator((x, y)) self.interpolator.set_interpolation_start(self._game_state.frame, (x, y)) def move_to(self, duration, x, y, z, formula): if not self.interpolator: frame = self._game_state.frame self.interpolator = Interpolator((self.x, self.y), formula) self.interpolator.set_interpolation_start(frame, (self.x, self.y)) self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) self.speed = 0. self.angle = atan2(y - self.y, x - self.x) def stop_in(self, duration, formula): if not self.speed_interpolator: frame = self._game_state.frame self.speed_interpolator = Interpolator((self.speed,), formula) self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) self.speed = 0. def is_visible(self, screen_width, screen_height): if self._sprite: tx, ty, tw, th = self._sprite.texcoords if self._sprite.corner_relative_placement: raise Exception #TODO else: tx, ty, tw, th = 0., 0., 0., 0. max_x = tw / 2. max_y = th / 2. min_x = -max_x min_y = -max_y if any((min_x > screen_width - self.x, max_x < -self.x, min_y > screen_height - self.y, max_y < -self.y)): return False return True def get_objects_by_texture(self, objects_by_texture): for bullet in self.bullets: bullet.get_objects_by_texture(objects_by_texture) if not self._sprite: return sprite = self._sprite sprite.update_vertices_uvs_colors() key = sprite.anm.first_name, sprite.anm.secondary_name key = (key, sprite.blendfunc) rec = objects_by_texture.setdefault(key, ([], [], [])) vertices = ((x + self.x, y + self.y, z) for x, y, z in sprite._vertices) rec[0].extend(vertices) rec[1].extend(sprite._uvs) rec[2].extend(sprite._colors) def update(self): x, y = self.x, self.y if self.interpolator: self.interpolator.update(self._game_state.frame) x, y = self.interpolator.values self.speed += self.acceleration #TODO: units? Execution order? self.angle += self.rotation_speed #TODO: units? Execution order? if self.speed_interpolator: self.speed_interpolator.update(self._game_state.frame) self.speed, = self.speed_interpolator.values dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed if self._type & 2: x -= dx else: x += dx y += dy if self.movement_dependant_sprites: #TODO: is that really how it works? Almost. # Sprite determination is done only once per changement, and is # superseeded by ins_97. end_left, end_right, left, right = self.movement_dependant_sprites if x < self.x and self.direction != -1: self.set_anim(left) self.direction = -1 elif x > self.x and self.direction != +1: self.set_anim(right) self.direction = +1 elif x == self.x and self.direction is not None: self.set_anim({-1: end_left, +1: end_right}[self.direction]) self.direction = None if self.screen_box: xmin, ymin, xmax, ymax = self.screen_box x = max(xmin, min(x, xmax)) y = max(ymin, min(y, ymax)) self.x, self.y = x, y #TODO if self._anmrunner and not self._anmrunner.run_frame(): self._anmrunner = None if self._sprite: if self._sprite._removed: self._sprite = None else: self._sprite.update(angle_base=self.angle, force_rotation=self.automatic_orientation) if self.bullet_launch_interval != 0: self.bullet_launch_timer += 1 if self.bullet_launch_timer == self.bullet_launch_interval: self.fire() for bullet in self.bullets: bullet.update() self.frame += 1