Mercurial > touhou
view pytouhou/game/enemy.py @ 202:d348892ef012
Handle enemy collisions and damages in a way closer to the original game.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 31 Oct 2011 19:01:09 +0100 |
parents | e1bc8c4cbb1a |
children | 709f42eaa55e |
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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 pytouhou.utils.interpolator import Interpolator from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.sprite import Sprite from pytouhou.game.bullet import Bullet from math import cos, sin, atan2, pi class Enemy(object): def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game): self._game = game self._anm_wrapper = anm_wrapper self._sprite = None self._anmrunner = None self._removed = False self._visible = True self._type = _type self._bonus_dropped = bonus_dropped self._die_score = die_score #TODO: use it self._was_visible = False self.frame = 0 self.x, self.y = pos self.life = life self.max_life = life self.touchable = True self.damageable = True self.death_flags = 0 self.boss = False self.difficulty_coeffs = (-.5, .5, 0, 0, 0, 0) self.extended_bullet_attributes = (0, 0, 0, 0, 0., 0., 0., 0.) self.bullet_attributes = None self.bullet_launch_offset = (0, 0) self.death_callback = None self.boss_callback = None self.low_life_callback = None self.low_life_trigger = None self.timeout = None self.timeout_callback = None self.remaining_lives = -1 self.automatic_orientation = False self.bullet_launch_interval = 0 self.bullet_launch_timer = 0 self.delay_attack = False self.death_anim = 0 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.hitbox_half_size = (0, 0) self.screen_box = None def set_bullet_attributes(self, type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags): # Apply difficulty-specific modifiers speed_a, speed_b, nb_a, nb_b, shots_a, shots_b = self.difficulty_coeffs diff_coeff = self._game.difficulty / 32. speed += speed_a * (1. - diff_coeff) + speed_b * diff_coeff speed2 += (speed_a * (1. - diff_coeff) + speed_b * diff_coeff) / 2. bullets_per_shot += int(nb_a * (1. - diff_coeff) + nb_b * diff_coeff) number_of_shots += int(shots_a * (1. - diff_coeff) + shots_b * diff_coeff) self.bullet_attributes = (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags) if not self.delay_attack: self.fire() def set_bullet_launch_interval(self, value, start=0.): # Apply difficulty-specific modifiers: value *= 1. - .4 * (self._game.difficulty - 16.) / 32. self.bullet_launch_interval = int(value) self.bullet_launch_timer = int(value * start) def fire(self): (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags) = self.bullet_attributes bullet_type = self._game.bullet_types[type_idx] ox, oy = self.bullet_launch_offset launch_pos = self.x + ox, self.y + oy if speed2 < 0.3: speed2 = 0.3 self.bullet_launch_timer = 0 player = self.select_player() if type_ in (67, 69, 71): launch_angle += self.get_player_angle(player, launch_pos) if type_ in (69, 70, 71, 74): angle = 2. * pi / bullets_per_shot if type_ == 71: launch_angle += pi / bullets_per_shot if type_ != 75: launch_angle -= angle * (bullets_per_shot - 1) / 2. bullets = self._game.bullets nb_bullets_max = self._game.nb_bullets_max for shot_nb in range(number_of_shots): shot_speed = speed if shot_nb == 0 else speed + (speed2 - speed) * float(shot_nb) / float(number_of_shots) bullet_angle = launch_angle for bullet_nb in range(bullets_per_shot): if nb_bullets_max is not None and len(bullets) == nb_bullets_max: break if type_ == 75: # 102h.exe@0x4138cf bullet_angle = self._game.prng.rand_double() * (launch_angle - angle) + angle if type_ in (74, 75): # 102h.exe@0x4138cf shot_speed = self._game.prng.rand_double() * (speed - speed2) + speed2 bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, bullet_angle, shot_speed, self.extended_bullet_attributes, flags, player, self._game)) bullet_angle += angle def select_player(self, players=None): return (players or self._game.players)[0] #TODO def get_player_angle(self, player=None, pos=None): player = player or self.select_player() x, y = pos or (self.x, self.y) return atan2(player.y - y, player.x - x) def set_anim(self, index): self._sprite = Sprite() self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) self._anmrunner.run_frame() def die_anim(self): self._game.new_death((self.x, self.y), self.death_anim) def drop_particles(self, number, color): #TODO: white particles are only used in stage 3 to 6, # in other stages they are blue. if color == 0: if self._game.stage in [1, 2, 7]: color = 3 for i in range(number): self._game.new_particle((self.x, self.y), color, 4., 256) #TODO: find the real size. def set_pos(self, x, y, z): self.x, self.y = x, y self.interpolator = Interpolator((x, y)) self.interpolator.set_interpolation_start(self._game.frame, (x, y)) def move_to(self, duration, x, y, z, formula): if not self.interpolator: frame = self._game.frame self.interpolator = Interpolator((self.x, self.y), formula) self.interpolator.set_interpolation_start(frame, (self.x, self.y)) self.interpolator.set_interpolation_end(frame + duration - 1, (x, y)) self.speed = 0. self.angle = atan2(y - self.y, x - self.x) def stop_in(self, duration, formula): if not self.speed_interpolator: frame = self._game.frame self.speed_interpolator = Interpolator((self.speed,), formula) self.speed_interpolator.set_interpolation_start(frame, (self.speed,)) self.speed_interpolator.set_interpolation_end(frame + duration - 1, (0.,)) self.speed = 0. def is_visible(self, screen_width, screen_height): if self._sprite: tx, ty, tw, th = self._sprite.texcoords if self._sprite.corner_relative_placement: raise Exception #TODO else: tx, ty, tw, th = 0., 0., 0., 0. x, y = self.x, self.y max_x = tw / 2. max_y = th / 2. if (max_x < x - screen_width or max_x < -x or max_y < y - screen_height or max_y < -y): return False return True def check_collisions(self): # Check for collisions ex, ey = self.x, self.y ehalf_size_x, ehalf_size_y = self.hitbox_half_size ex1, ex2 = ex - ehalf_size_x, ex + ehalf_size_x ey1, ey2 = ey - ehalf_size_y, ey + ehalf_size_y damages = 0 # Check for enemy-bullet collisions for bullet in self._game.players_bullets: half_size = bullet.hitbox_half_size bx, by = bullet.x, bullet.y bx1, bx2 = bx - half_size, bx + half_size by1, by2 = by - half_size, by + half_size if not (bx2 < ex1 or bx1 > ex2 or by2 < ey1 or by1 > ey2): bullet.collide() damages += bullet._bullet_type.damage self.drop_particles(1, 1) # Check for enemy-player collisions if self.touchable: for player in self._game.players: if not player.state.touchable: continue px, py = player.x, player.y phalf_size = player.hitbox_half_size px1, px2 = px - phalf_size, px + phalf_size py1, py2 = py - phalf_size, py + phalf_size #TODO: box-box or point-in-box? if not (ex2 < px1 or ex1 > px2 or ey2 < py1 or ey1 > py2): if not self.boss: damages += 10 if player.state.invulnerable_time == 0: #TODO player.collide() # Adjust damages damages = min(70, damages) score = (damages // 5) * 10 #TODO: give to which player? if self._game.spellcard: #TODO: there is a division by 3, somewhere... where is it? if damages <= 7: damages = 1 if damages else 0 else: damages //= 7 # Apply damages if self.damageable: self.life -= damages def update(self): x, y = self.x, self.y if self.interpolator: self.interpolator.update(self._game.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._game.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. end_left, end_right, left, right = self.movement_dependant_sprites if x < self.x and self.direction != -1: self.set_anim(left) self.direction = -1 elif x > self.x and self.direction != +1: self.set_anim(right) self.direction = +1 elif x == self.x and self.direction is not None: self.set_anim({-1: end_left, +1: end_right}[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 #TODO if self._anmrunner and not self._anmrunner.run_frame(): self._anmrunner = None if self._sprite and self._visible: if self._sprite._removed: self._sprite = None else: self._sprite.update_orientation(self.angle, self.automatic_orientation) if self.bullet_launch_interval != 0: self.bullet_launch_timer += 1 if self.bullet_launch_timer == self.bullet_launch_interval: self.fire() # Check collisions if self.touchable: self.check_collisions() self.frame += 1