Mercurial > touhou
view pytouhou/game/enemymanager.py @ 60:af7914413b89
Enable interpolators to use different formulas
author | Thibaut Girka <thib@sitedethib.com> |
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date | Wed, 24 Aug 2011 21:12:45 +0200 |
parents | 694f25881d0f |
children | 1f591adcea04 |
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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.game.eclrunner import ECLRunner from pytouhou.game.sprite import Sprite from math import cos, sin, atan2 class Enemy(object): def __init__(self, pos, life, _type, anm_wrapper): self._anm_wrapper = anm_wrapper self._anm = None self._sprite = 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.pending_bullets = [] self.bullet_attributes = None self.bullet_launch_offset = (0, 0) self.vulnerable = True self.death_callback = None self.low_life_callback = None self.low_life_trigger = None self.timeout = None self.remaining_lives = -1 self.bullet_launch_interval = 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_, bullet_anim, launch_anim, bullets_per_shot, number_of_shots, speed, unknown, launch_angle, angle, flags): self.bullet_attributes = (type_, bullet_anim, launch_anim, bullets_per_shot, number_of_shots, speed, unknown, launch_angle, angle, flags) if not self.delay_attack: self.fire() def fire(self): #TODO pass def select_player(self, players): return players[0] #TODO def get_player_angle(self, player): return atan2(player.y - self.y, player.x - self.x) def set_anim(self, index): self._anm, self._sprite = self._anm_wrapper.get_sprite(index) def set_pos(self, x, y, z): self.x, self.y = x, y self.interpolator = Interpolator((x, y)) self.interpolator.set_interpolation_start(self.frame, (x, y)) def move_to(self, duration, x, y, z): if not self.interpolator: self.interpolator = Interpolator((self.x, self.y)) self.interpolator.set_interpolation_start(self.frame, (self.x, self.y)) self.interpolator.set_interpolation_end(self.frame + duration, (x, y)) def stop_in(self, duration): if not self.speed_interpolator: self.speed_interpolator = Interpolator((self.speed,)) self.speed_interpolator.set_interpolation_start(self.frame, (self.speed,)) self.speed_interpolator.set_interpolation_end(self.frame + duration, (0.,)) def is_visible(self, screen_width, screen_height): if not self._sprite: return False tx, ty, tw, th = self._sprite.texcoords if self._sprite.corner_relative_placement: raise Exception #TODO else: 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 = {} key = self._anm.first_name, self._anm.secondary_name if not key in objects_by_texture: objects_by_texture[key] = (0, [], [], []) vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices) objects_by_texture[key][1].extend(vertices) objects_by_texture[key][2].extend(self._sprite._uvs) objects_by_texture[key][3].extend(self._sprite._colors) #TODO: effects/bullet launch return objects_by_texture def update(self, frame): x, y = self.x, self.y if self.interpolator: self.interpolator.update(self.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.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. if x < self.x: self.set_anim(self.movement_dependant_sprites[2]) self.direction = -1 elif x > self.x: self.set_anim(self.movement_dependant_sprites[3]) self.direction = +1 elif self.direction is not None: self.set_anim(self.movement_dependant_sprites[{-1: 0, +1:1}[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 if self._sprite: changed = self._sprite.update() visible = self.is_visible(384, 448) if changed and visible: self._sprite.update_vertices_uvs_colors() elif not self._sprite.playing: visible = False self._sprite = None else: visible = False self.frame += 1 return visible class EnemyManager(object): def __init__(self, stage, anm_wrapper, ecl, game_state): self._game_state = game_state self.stage = stage self.anm_wrapper = anm_wrapper self.main = [] self.ecl = ecl self.objects_by_texture = {} self.enemies = [] self.processes = [] # Populate main for frame, sub, instr_type, args in ecl.main: if not self.main or self.main[-1][0] < frame: self.main.append((frame, [(sub, instr_type, args)])) elif self.main[-1][0] == frame: self.main[-1][1].append((sub, instr_type, args)) def update(self, frame): if self.main and self.main[0][0] == frame: for sub, instr_type, args in self.main.pop(0)[1]: if instr_type in (0, 2, 4, 6): # Normal/mirrored enemy x, y, z, life, unknown1, unknown2, unknown3 = args if instr_type & 4: if x < -990: #102h.exe@0x411820 x = self._game_state.prng.rand_double() * 368 if y < -990: #102h.exe@0x41184b y = self._game_state.prng.rand_double() * 416 if z < -990: #102h.exe@0x411881 y = self._game_state.prng.rand_double() * 800 enemy = Enemy((x, y), life, instr_type, self.anm_wrapper) self.enemies.append(enemy) self.processes.append(ECLRunner(self.ecl, sub, enemy, self._game_state)) # Run processes self.processes[:] = (process for process in self.processes if process.run_iteration()) # Filter of destroyed enemies self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed) # Update enemies visible_enemies = [enemy for enemy in self.enemies if enemy.update(frame)] for enemy in visible_enemies: enemy._was_visible = True # Filter out-of-screen enemies for enemy in tuple(self.enemies): if enemy._was_visible and not enemy in visible_enemies: enemy._removed = True self.enemies.remove(enemy) #TODO: disable boss mode if it is dead/it has timeout if self._game_state.boss and self._game_state.boss._removed: self._game_state.boss = None # Add enemies to vertices/uvs self.objects_by_texture = {} for enemy in visible_enemies: if enemy.is_visible(384, 448): #TODO for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items(): if not key in self.objects_by_texture: self.objects_by_texture[key] = (0, [], [], []) self.objects_by_texture[key][1].extend(vertices) self.objects_by_texture[key][2].extend(uvs) self.objects_by_texture[key][3].extend(colors) for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items(): nb_vertices = len(vertices) vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) colors = pack('B' * (4 * nb_vertices), *chain(*colors)) self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)