Mercurial > touhou
view pytouhou/games/eosd.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 | c417bb6c98bf |
children | 067f6d9c562b |
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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.itemtype import ItemType from pytouhou.game.player import Player from pytouhou.game.bullet import Bullet from pytouhou.game.orb import Orb from math import pi SQ2 = 2. ** 0.5 / 2. class EoSDGame(Game): def __init__(self, resource_loader, player_states, stage, rank, difficulty, **kwargs): 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), BulletType(etama3, 1, 12, 17, 18, 19, hitbox_size=6), BulletType(etama3, 2, 12, 17, 18, 19, hitbox_size=4), BulletType(etama3, 3, 12, 17, 18, 19, hitbox_size=6), BulletType(etama3, 4, 12, 17, 18, 19, hitbox_size=5), BulletType(etama3, 5, 12, 17, 18, 19, hitbox_size=4), BulletType(etama3, 6, 13, 20, 20, 20, hitbox_size=16), BulletType(etama3, 7, 13, 20, 20, 20, hitbox_size=11), BulletType(etama3, 8, 13, 20, 20, 20, hitbox_size=9), BulletType(etama4, 0, 1, 2, 2, 2, hitbox_size=32)] #TODO: hitbox 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 characters = resource_loader.get_eosd_characters('102h.exe') players = [] for player in player_states: players.append(EoSDPlayer(player, self, resource_loader, sht=characters[player.character])) Game.__init__(self, resource_loader, players, stage, rank, difficulty, bullet_types, item_types, nb_bullets_max=640, **kwargs) class EoSDPlayer(Player): def __init__(self, state, game, resource_loader, speeds=None, hitbox_size=2.5, graze_hitbox_size=42., sht=None): self.sht = sht 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, speeds=(self.sht.horizontal_vertical_speed, self.sht.diagonal_speed, self.sht.horizontal_vertical_focused_speed, self.sht.diagonal_focused_speed)) 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() def fire(self): sht = self.sht power = min(power for power in sht.shots if self.state.power < power) bullets = self._game.players_bullets nb_bullets_max = self._game.nb_bullets_max for shot in sht.shots[power]: if shot.type == 3: # TODO: Lasers aren't implemented yet continue if self.fire_time % shot.interval != shot.delay: continue if nb_bullets_max is not None and len(bullets) == nb_bullets_max: break origin = self.orbs[shot.orb - 1] if shot.orb else self x = origin.x + shot.pos[0] y = origin.y + shot.pos[1] #TODO: find a better way to do that. bullet_type = BulletType(self.anm_wrapper, shot.sprite % 256, shot.sprite % 256 + 32, #TODO: find the real cancel anim 0, 0, 0, 0.) if shot.type == 2: #TODO: check acceleration, check duration, check everything! bullets.append(Bullet((x, y), bullet_type, 0, shot.angle, shot.speed, (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), 16, self, self._game, player_bullet=True, damage=shot.damage, hitbox=shot.hitbox)) #TODO: types 1 and 4 else: bullets.append(Bullet((x, y), bullet_type, 0, shot.angle, shot.speed, (0, 0, 0, 0, 0., 0., 0., 0.), 0, self, self._game, player_bullet=True, damage=shot.damage, hitbox=shot.hitbox))