view pytouhou/games/pcb.py @ 232:8843e26f80c3

Hopefully implement “accelerating” bullets
author Thibaut Girka <thib@sitedethib.com>
date Sat, 31 Dec 2011 02:15:51 +0100
parents 0595315d3880
children e59bd7979ddc
line wrap: on
line source

# -*- 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


class PCBGame(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

        players = []
        for player in player_states:
            players.append(PCBPlayer(player, self, resource_loader))

        Game.__init__(self, resource_loader, players, stage, rank, difficulty,
                      bullet_types, item_types, nb_bullets_max=640, **kwargs)



class PCBPlayer(Player):
    def __init__(self, state, game, resource_loader, speed=4., hitbox_size=2.5, graze_hitbox_size=42.):
        number = '%d%s' % (state.character // 2, 'b' if state.character % 2 else 'a')
        self.sht = resource_loader.get_sht('ply0%s.sht' % number)
        self.focused_sht = resource_loader.get_sht('ply0%ss.sht' % number)
        anm_wrapper = resource_loader.get_anm_wrapper(('player0%d.anm' % (state.character // 2),))

        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


    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.focused_sht if self.state.focused else 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 self.fire_time % shot.interval == 0:
                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]

                bullets.append(Bullet((x, y), self.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))