view pytouhou/games/eosd.py @ 346:862011266f2c

Add a gauge and use it for the enemy life bar.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 05 Jul 2012 00:38:47 +0200
parents 2c4589370cc6
children b150ed7188a2
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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
from pytouhou.game.bullettype import BulletType
from pytouhou.game.lasertype import LaserType
from pytouhou.game.itemtype import ItemType
from pytouhou.game.player import Player
from pytouhou.game.orb import Orb
from pytouhou.game.effect import Effect
from pytouhou.game.text import Text, Counter, Gauge


SQ2 = 2. ** 0.5 / 2.


class EoSDGame(Game):
    def __init__(self, resource_loader, player_states, stage, rank, difficulty,
                 bullet_types=None, laser_types=None, item_types=None,
                 nb_bullets_max=640, width=384, height=448, prng=None, continues=0):

        if not bullet_types:
            etama3 = resource_loader.get_anm_wrapper(('etama3.anm',))
            etama4 = resource_loader.get_anm_wrapper(('etama4.anm',))
            bullet_types = [BulletType(etama3, 0, 11, 14, 15, 16, hitbox_size=4,
                                       type_id=0),
                            BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6,
                                       type_id=1),
                            BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4,
                                       type_id=2),
                            BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6,
                                       type_id=3),
                            BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5,
                                       type_id=4),
                            BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4,
                                       type_id=5),
                            BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16,
                                       launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0),
                                       type_id=6),
                            BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11,
                                       launch_anim_offsets=(1,)*28,
                                       type_id=7),
                            BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9,
                                       launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0),
                                       type_id=8),
                            BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32,
                                       launch_anim_offsets=(0, 1, 2, 3, 4, 5, 6, 7, 8),
                                       type_id=9)]

        if not laser_types:
            laser_types = [LaserType(etama3, 9),
                           LaserType(etama3, 10)]

        if not item_types:
            item_types = [ItemType(etama3, 0, 7), #Power
                          ItemType(etama3, 1, 8), #Point
                          ItemType(etama3, 2, 9), #Big power
                          ItemType(etama3, 3, 10), #Bomb
                          ItemType(etama3, 4, 11), #Full power
                          ItemType(etama3, 5, 12), #1up
                          ItemType(etama3, 6, 13)] #Star

        player_face = player_states[0].character // 2
        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')]
        self.msg = resource_loader.get_msg('msg%d.dat' % stage)
        self.msg_anm_wrapper = resource_loader.get_anm_wrapper2(('face0%da.anm' % player_face,
                                                                 'face0%db.anm' % player_face,
                                                                 'face0%dc.anm' % player_face)
                                                                + enemy_face[stage - 1],
                                                                (0, 2, 4, 8, 10, 11, 12))

        characters = resource_loader.get_eosd_characters()
        players = [EoSDPlayer(state, self, resource_loader, characters[state.character]) for state in player_states]

        interface = EoSDInterface(self, resource_loader)

        Game.__init__(self, resource_loader, players, stage, rank, difficulty,
                      bullet_types, laser_types, item_types, nb_bullets_max,
                      width, height, prng, interface, continues)



class EoSDInterface(object):
    def __init__(self, game, resource_loader):
        self.game = game
        front = resource_loader.get_anm_wrapper(('front.anm',))
        ascii_wrapper = resource_loader.get_anm_wrapper(('ascii.anm',))

        self.width = 640
        self.height = 480
        self.game_pos = (32, 16)

        self.highscore = 1000000 #TODO: read score.dat
        self.items = ([Effect((0, 32 * i), 6, front) for i in range(15)] +
                      [Effect((416 + 32 * i, 32 * j), 6, front) for i in range(7) for j in range(15)] +
                      [Effect((32 + 32 * i, 0), 7, front) for i in range(12)] +
                      [Effect((32 + 32 * i, 464), 8, front) for i in range(12)] +
                      [Effect((0, 0), 5, front)] +
                      [Effect((0, 0), i, front) for i in range(5) + range(9, 16)])
        for item in self.items:
            item.sprite.allow_dest_offset = True #XXX

        self.labels = {
            'highscore': Text((500, 58), ascii_wrapper, front, text='0'),
            'score': Text((500, 82), ascii_wrapper, front, text='0'),
            'player': Counter((500, 122), front, front, script=16, value=0),
            'bombs': Counter((500, 146), front, front, script=17, value=0),
            'power': Text((500, 186), ascii_wrapper, front, text='0'),
            'graze': Text((500, 206), ascii_wrapper, front, text='0'),
            'points': Text((500, 226), ascii_wrapper, front, text='0'),
            'framerate': Text((512, 464), ascii_wrapper, front),
            'debug?': Text((0, 464), ascii_wrapper, front),

            # Only when there is a boss.
            'boss_lives': Text((80, 16), ascii_wrapper),
            'timeout': Text((384, 16), ascii_wrapper),
        }
        self.labels['boss_lives'].set_color('yellow')

        self.boss_items = [
            Effect((0, 0), 19, front), # Enemy
            Gauge((100, 24), front), # Gauge
        ]
        for item in self.boss_items:
            item.sprite.allow_dest_offset = True #XXX


    def set_boss_life(self):
        self.boss_items[1].maximum = self.game.boss._enemy.life


    def update(self):
        for elem in self.items:
            elem.update()

        player_state = self.game.players[0].state

        self.highscore = max(self.highscore, player_state.effective_score)
        self.labels['highscore'].set_text('%09d' % self.highscore)
        self.labels['score'].set_text('%09d' % player_state.effective_score)
        self.labels['power'].set_text('%d' % player_state.power)
        self.labels['graze'].set_text('%d' % player_state.graze)
        self.labels['points'].set_text('%d' % player_state.points)
        self.labels['player'].set_value(player_state.lives)
        self.labels['bombs'].set_value(player_state.bombs)

        if self.game.boss:
            boss = self.game.boss._enemy

            life_gauge = self.boss_items[1]
            life_gauge.set_value(boss.life)

            for item in self.boss_items:
                item.update()

            self.labels['boss_lives'].set_text('%d' % boss.remaining_lives)
            self.labels['boss_lives'].changed = True

            timeout = (boss.timeout - boss.frame) // 60
            timeout_label = self.labels['timeout']
            if timeout >= 20:
                timeout_label.set_color('blue')
            elif timeout >= 10:
                timeout_label.set_color('darkblue')
            elif timeout >= 5:
                timeout_label.set_color('purple')
            else:
                timeout_label.set_color('red')
            timeout_label.set_text('%02d' % (timeout if timeout >= 0 else 0))
            timeout_label.changed = True



class EoSDPlayer(Player):
    def __init__(self, state, game, resource_loader, character):
        self.sht = character[0]
        self.focused_sht = character[1]
        anm_wrapper = resource_loader.get_anm_wrapper(('player0%d.anm' % (state.character // 2),))
        self.anm_wrapper = anm_wrapper

        Player.__init__(self, state, game, anm_wrapper)

        self.orbs = [Orb(self.anm_wrapper, 128, self.state, None),
                     Orb(self.anm_wrapper, 129, self.state, None)]

        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.state.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.state.focused = False


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


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