view pytouhou/game/enemymanager.py @ 18:ca26a84916cb

Add preliminary ECL viewer/interpreter.
author Thibaut Girka <thib@sitedethib.com>
date Tue, 09 Aug 2011 11:40:48 +0200
parents
children 6ebf9539c077
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from itertools import chain
from io import BytesIO
import os
from struct import unpack, pack
from pytouhou.game.sprite import Sprite
from math import cos, sin


class Enemy(object):
    def __init__(self, pos, life, _type, script, anms):
        self.anms = tuple(anms)
        self.anm = None
        self.script = list(script)
        self.x, self.y = pos
        self.life = life
        self.type = _type
        self.frame = 0
        self.sprite = None

        self.angle = 0.
        self.speed = 0.
        self.rotation_speed = 0.
        self.acceleration = 0.


    def update(self, frame):
        if not self.script:
            return True
        if self.script[0][0] == self.frame:
            for instr_type, rank_mask, param_mask, args  in self.script.pop(0)[1]:
                if instr_type == 1: # delete
                    return False
                elif instr_type == 97: # set_enemy_sprite
                    script_index, = unpack('<I', args)
                    if script_index in self.anms[0].scripts:
                        self.sprite = Sprite(self.anms[0], script_index)
                        self.anm = self.anms[0]
                    else:
                        self.sprite = Sprite(self.anms[1], script_index)
                        self.anm = self.anms[1]
                elif instr_type == 45: # set_angle_speed
                    self.angle, self.speed = unpack('<ff', args)
                elif instr_type == 46: # set_angle
                    self.rotation_speed, = unpack('<f', args)
                elif instr_type == 47: # set_speed
                    self.speed, = unpack('<f', args)
                elif instr_type == 48: # set_acceleration
                    self.acceleration, = unpack('<f', args)
        if self.sprite:
            self.sprite.update()

        self.speed += self.acceleration #TODO: units? Execution order?
        self.angle += self.rotation_speed #TODO: units? Execution order?

        dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
        if self.type == 2:
            self.x -= dx
        else:
            self.x += dx
        self.y += dy

        self.frame += 1
        return True



class EnemyManager(object):
    def __init__(self, stage, anims, ecl):
        self.stage = stage
        self.anims = tuple(anims)
        self.main = []
        self.subs = {}
        self.objects_by_texture = {}
        self.enemies = []

        # 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))


        # Populate subs
        for i, sub in enumerate(ecl.subs):
            for frame, instr_type, rank_mask, param_mask, args in sub:
                if i not in self.subs:
                    self.subs[i] = []
                if not self.subs[i] or self.subs[i][-1][0] < frame:
                    self.subs[i].append((frame, [(instr_type, rank_mask, param_mask, args)]))
                elif self.subs[i][-1][0] == frame:
                    self.subs[i][-1][1].append((instr_type, rank_mask, param_mask, 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): # Normal/mirrored enemy
                    x, y, z, life, unknown1, unknown2, unknown3 = args
                    self.enemies.append(Enemy((x, y), life, instr_type, self.subs[sub], self.anims))

        # Update enemies
        for enemy in tuple(self.enemies):
            if not enemy.update(frame):
                self.enemies.remove(enemy)
                continue

        # Add enemies to vertices/uvs
        self.objects_by_texture = {}
        for enemy in self.enemies:
            ox, oy = enemy.x, enemy.y
            if enemy.sprite:
                key = enemy.anm.first_name, enemy.anm.secondary_name
                if not key in self.objects_by_texture:
                    self.objects_by_texture[key] = (0, [], [])
                vertices = tuple((x + ox, y + oy, z) for x, y, z in enemy.sprite._vertices)
                self.objects_by_texture[key][2].extend(enemy.sprite._uvs)
                self.objects_by_texture[key][1].extend(vertices)
        for key, (nb_vertices, vertices, uvs) 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))
            self.objects_by_texture[key] = (nb_vertices, vertices, uvs)