Mercurial > touhou
view pytouhou/game/bullet.py @ 232:8843e26f80c3
Hopefully implement “accelerating” bullets
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 31 Dec 2011 02:15:51 +0100 |
parents | 0595315d3880 |
children | 741860192b56 |
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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 math import cos, sin, atan2, pi from pytouhou.utils.interpolator import Interpolator from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.sprite import Sprite class Bullet(object): def __init__(self, pos, bullet_type, sprite_idx_offset, angle, speed, attributes, flags, target, game, player_bullet=False, damage=0, hitbox=None): self._game = game self._sprite = None self._anmrunner = None self._removed = False self._launched = False self._bullet_type = bullet_type if hitbox: self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.) else: self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.) self.speed_interpolator = None self.frame = 0 self.grazed = False self.target = target self.sprite_idx_offset = sprite_idx_offset self.flags = flags self.attributes = list(attributes) self.x, self.y = pos self.angle = angle self.speed = speed dx, dy = cos(angle) * speed, sin(angle) * speed self.delta = dx, dy self.player_bullet = player_bullet self.damage = damage #TODO if flags & 14: if flags & 2: index = bullet_type.launch_anim2_index launch_mult = bullet_type.launch_anim_penalties[0] elif flags & 4: index = bullet_type.launch_anim4_index launch_mult = bullet_type.launch_anim_penalties[1] else: index = bullet_type.launch_anim8_index launch_mult = bullet_type.launch_anim_penalties[2] self.launch_delta = dx * launch_mult, dy * launch_mult self._sprite = Sprite() self._anmrunner = ANMRunner(bullet_type.anm_wrapper, index, self._sprite, bullet_type.launch_anim_offsets[sprite_idx_offset]) self._anmrunner.run_frame() else: self.launch() if self.player_bullet: self._sprite.angle = angle - pi else: self._sprite.angle = angle def is_visible(self, screen_width, screen_height): tx, ty, tw, th = self._sprite.texcoords x, y = self.x, self.y max_x = tw / 2. max_y = th / 2. if (max_x < x - screen_width or max_x < -x or max_y < y - screen_height or max_y < -y): return False return True def set_anim(self, sprite_idx_offset=None): if sprite_idx_offset is not None: self.sprite_idx_offset = sprite_idx_offset bt = self._bullet_type self._sprite = Sprite() if self.player_bullet: self._sprite.angle = self.angle - pi else: self._sprite.angle = self.angle self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index, self._sprite, self.sprite_idx_offset) self._anmrunner.run_frame() def launch(self): self._launched = True self.update = self.update_full self.set_anim() if self.flags & 1: self.speed_interpolator = Interpolator((self.speed + 5.,), 0, (self.speed,), 16) def collide(self): self.cancel() def cancel(self): # Cancel animation bt = self._bullet_type self._sprite = Sprite() if self.player_bullet: self._sprite.angle = self.angle - pi else: self._sprite.angle = self.angle self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index, self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) self._anmrunner.run_frame() self.delta = self.delta[0] / 2., self.delta[1] / 2. # Change update method self.update = self.update_cancel # Do not use this one for collisions anymore if self.player_bullet: self._game.players_bullets.remove(self) else: self._game.bullets.remove(self) self._game.cancelled_bullets.append(self) def update(self): dx, dy = self.launch_delta self.x += dx self.y += dy if not self._anmrunner.run_frame(): self.launch() def update_cancel(self): dx, dy = self.delta self.x += dx self.y += dy if not self._anmrunner.run_frame(): self._removed = True def update_simple(self): dx, dy = self.delta self.x += dx self.y += dy def update_full(self): sprite = self._sprite if self._anmrunner is not None and not self._anmrunner.run_frame(): self._anmrunner = None #TODO: flags x, y = self.x, self.y dx, dy = self.delta if self.flags & 16: length, angle = self.attributes[4:6] angle = self.angle if angle < -900.0 else angle #TODO: is that right? dx, dy = dx + cos(angle) * length, dy + sin(angle) * length self.angle = sprite.angle = atan2(dy, dx) if sprite.automatic_orientation: sprite._changed = True self.delta = dx, dy if self.frame == self.attributes[0]: #TODO: include last frame, or not? self.flags ^= 16 elif self.flags & 32: #TODO: check acceleration, angular_speed = self.attributes[4:6] self.speed += acceleration self.angle += angular_speed dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed self.delta = dx, dy sprite.angle = self.angle if sprite.automatic_orientation: sprite._changed = True if self.frame == self.attributes[0]: self.flags ^= 32 elif self.flags & 448: #TODO: check frame, count = self.attributes[0:2] angle, speed = self.attributes[4:6] if self.frame % frame == 0: count = count - 1 if self.frame != 0: self.speed = speed if self.flags & 64: self.angle += angle elif self.flags & 128: self.angle = atan2(self.target.y - y, self.target.x - x) + angle elif self.flags & 256: self.angle = angle dx, dy = cos(self.angle) * speed, sin(self.angle) * speed self.delta = dx, dy sprite.angle = self.angle if sprite.automatic_orientation: sprite._changed = True if count >= 0: self.speed_interpolator = Interpolator((self.speed,), self.frame, (0.,), self.frame + frame - 1) else: self.flags &= ~448 self.attributes[1] = count #TODO: other flags elif not self.speed_interpolator and self._anmrunner is None: self.update = self.update_simple if self.speed_interpolator: self.speed_interpolator.update(self.frame) self.speed, = self.speed_interpolator.values dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed self.delta = dx, dy self.x, self.y = x + dx, y + dy self.frame += 1