Mercurial > touhou
view pytouhou/games/eosd.py @ 283:b6c068c8f7f2
Fix ECL time flow. Spellcard do not stop time. Instruction 0xc does.
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Sun, 12 Feb 2012 02:09:16 +0100 |
parents | f037bca24f2d |
children | 4838e9bab0f9 |
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.lasertype import LaserType from pytouhou.game.itemtype import ItemType from pytouhou.game.player import Player 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, bullet_types=None, laser_types=None, item_types=None, nb_bullets_max=640, width=384, height=448, prng=None): 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), 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)] 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 characters = resource_loader.get_eosd_characters() players = [EoSDPlayer(state, self, resource_loader, characters[state.character]) for state in player_states] Game.__init__(self, resource_loader, players, stage, rank, difficulty, bullet_types, laser_types, item_types, nb_bullets_max, width, height, prng) 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()