Mercurial > touhou
view pytouhou/game/item.py @ 397:c5ba11ede097
Don’t duplicate values in sprite rendering data.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 06 Feb 2013 21:41:05 +0100 |
parents | 690b5faaa0e6 |
children | 723a3e67a223 |
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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 copy import copy from pytouhou.utils.interpolator import Interpolator class Indicator(object): def __init__(self, item): self._item = item self.sprite = copy(item._item_type.indicator_sprite) self.removed = False self.frame = 0 self.x = self._item.x self.y = self.sprite.texcoords[2] / 2. def update(self): #TODO: alpha self.x = self._item.x self.frame += 1 class Item(object): def __init__(self, start_pos, _type, item_type, game, angle=pi/2, player=None, end_pos=None): self._game = game self._type = _type self._item_type = item_type self.sprite = item_type.sprite self.removed = False self.frame = 0 self.x, self.y = start_pos self.angle = angle self.indicator = None if player: self.autocollect(player) else: self.player = None if not player: #TODO: find the formulae in the binary. self.speed_interpolator = None if end_pos: self.pos_interpolator = Interpolator(start_pos, 0, end_pos, 60) else: self.speed_interpolator = Interpolator((-2.,), 0, (0.,), 60) self.sprite.angle = angle def autocollect(self, player): self.player = player self.speed = player.sht.autocollection_speed def on_collect(self, player): player_state = player.state old_power = player_state.power score = 0 label = None color = 'white' player.play_sound('item00') if self._type == 0 or self._type == 2: # power or big power if old_power < 128: player_state.power_bonus = 0 score = 10 player_state.power += (1 if self._type == 0 else 8) if player_state.power > 128: player_state.power = 128 for level in (8, 16, 32, 48, 64, 96): if old_power < level and player_state.power >= level: label = self._game.new_label((self.x, self.y), ':') # Actually a “PowerUp” character. color = 'blue' label.set_color(color) labeled = True else: bonus = player_state.power_bonus + (1 if self._type == 0 else 8) if bonus > 30: bonus = 30 if bonus < 9: score = (bonus + 1) * 10 elif bonus < 18: score = (bonus - 8) * 100 elif bonus < 30: score = (bonus - 17) * 1000 elif bonus == 30: score = 51200 color = 'yellow' player_state.power_bonus = bonus self._game.modify_difficulty(+1) elif self._type == 1: # point player_state.points += 1 poc = player.sht.point_of_collection if player_state.y < poc: score = 100000 self._game.modify_difficulty(+30) color = 'yellow' else: #score = #TODO: find the formula. self._game.modify_difficulty(+3) elif self._type == 3: # bomb if player_state.bombs < 8: player_state.bombs += 1 self._game.modify_difficulty(+5) elif self._type == 4: # full power score = 1000 player_state.power = 128 elif self._type == 5: # 1up if player_state.lives < 8: player_state.lives += 1 self._game.modify_difficulty(+200) player.play_sound('extend') elif self._type == 6: # star score = 500 if old_power < 128 and player_state.power == 128: #TODO: display “full power”. self._game.change_bullets_into_star_items() if score > 0: player_state.score += score if not label: label = self._game.new_label((self.x, self.y), str(score)) if color != 'white': label.set_color(color) self.removed = True @property def objects(self): if self.indicator: return [self.indicator] return [self] def update(self): if self.frame == 60: self.speed_interpolator = Interpolator((0.,), 60, (3.,), 180) if self.player is not None: self.angle = atan2(self.player.y - self.y, self.player.x - self.x) self.x += cos(self.angle) * self.speed self.y += sin(self.angle) * self.speed elif self.speed_interpolator is None: self.pos_interpolator.update(self.frame) self.x, self.y = self.pos_interpolator.values else: 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.x += dx self.y += dy offscreen = self.y < -(self.sprite.texcoords[2] / 2.) if offscreen: self.indicator = self.indicator or Indicator(self) else: self.indicator = None if self.indicator: self.indicator.update() self.frame += 1