Mercurial > touhou
view pytouhou/game/bullet.pyx @ 417:efae61ad6efe
Remove the type of the self argument in extension types, as it clutters the code with useless information.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 22 Aug 2013 12:21:12 +0200 |
parents | b11953cf1d3b |
children | c9433188ffdb |
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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 pytouhou.utils.interpolator import Interpolator from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.sprite import Sprite LAUNCHING, LAUNCHED, CANCELLED = range(3) cdef class Bullet(object): cdef public unsigned int state, flags, frame, sprite_idx_offset cdef public double dx, dy, angle, speed #TODO cdef public object player_bullet, target cdef public object _game, _bullet_type cdef public object sprite, anmrunner, removed, was_visible, objects cdef public object attributes, damage, hitbox, speed_interpolator, grazed cdef public object x, y #TODO def __init__(self, pos, bullet_type, sprite_idx_offset, angle, speed, attributes, flags, target, game, player_bullet=False, damage=0, hitbox=None): self._game = game self._bullet_type = bullet_type self.state = LAUNCHING self.sprite = None self.anmrunner = None self.removed = False self.was_visible = True self.objects = [self] if hitbox: self.hitbox = (hitbox[0], hitbox[1]) else: self.hitbox = (bullet_type.hitbox_size, bullet_type.hitbox_size) self.speed_interpolator = None self.frame = 0 self.grazed = False self.target = target self.sprite_idx_offset = sprite_idx_offset self.flags = flags self.attributes = list(attributes) self.x, self.y = pos self.angle = angle self.speed = speed self.dx, self.dy = cos(angle) * speed, sin(angle) * speed self.player_bullet = player_bullet self.damage = damage #TODO if flags & 14: if flags & 2: index = bullet_type.launch_anim2_index launch_mult = bullet_type.launch_anim_penalties[0] elif flags & 4: index = bullet_type.launch_anim4_index launch_mult = bullet_type.launch_anim_penalties[1] else: index = bullet_type.launch_anim8_index launch_mult = bullet_type.launch_anim_penalties[2] self.dx, self.dy = self.dx * launch_mult, self.dy * launch_mult self.sprite = Sprite() self.anmrunner = ANMRunner(bullet_type.anm_wrapper, index, self.sprite, bullet_type.launch_anim_offsets[sprite_idx_offset]) self.anmrunner.run_frame() else: self.launch() if self.player_bullet: self.sprite.angle = angle - pi else: self.sprite.angle = angle cpdef is_visible(self, screen_width, screen_height): tx, ty, tw, th = self.sprite.texcoords 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 set_anim(self, sprite_idx_offset=None): if sprite_idx_offset is not None: self.sprite_idx_offset = sprite_idx_offset bt = self._bullet_type self.sprite = Sprite() if self.player_bullet: self.sprite.angle = self.angle - pi else: self.sprite.angle = self.angle self.anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index, self.sprite, self.sprite_idx_offset) self.anmrunner.run_frame() def launch(self): self.state = LAUNCHED self.frame = 0 self.set_anim() self.dx, self.dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed if self.flags & 1: self.speed_interpolator = Interpolator((self.speed + 5.,), 0, (self.speed,), 16) def collide(self): self.cancel() self._game.new_particle((self.x, self.y), 10, 256) #TODO: find the real size. def cancel(self): # Cancel animation bt = self._bullet_type self.sprite = Sprite() if self.player_bullet: self.sprite.angle = self.angle - pi else: self.sprite.angle = self.angle self.anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index, self.sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) self.anmrunner.run_frame() self.dx, self.dy = self.dx / 2., self.dy / 2. self.state = CANCELLED def update(self): if self.anmrunner is not None and not self.anmrunner.run_frame(): if self.state == LAUNCHING: #TODO: check if it doesn't skip a frame self.launch() elif self.state == CANCELLED: self.removed = True else: self.anmrunner = None if self.state == LAUNCHING: pass elif self.state == CANCELLED: pass elif self.flags & 1: # Initial speed burst #TODO: use frame instead of interpolator? if not self.speed_interpolator: self.flags &= ~1 elif self.flags & 16: # Each frame, add a vector to the speed vector length, angle = self.attributes[4:6] angle = self.angle if angle < -900.0 else angle #TODO: is that right? self.dx += cos(angle) * length self.dy += sin(angle) * length self.speed = (self.dx ** 2 + self.dy ** 2) ** 0.5 self.angle = self.sprite.angle = atan2(self.dy, self.dx) if self.sprite.automatic_orientation: self.sprite.changed = True if self.frame == self.attributes[0]: #TODO: include last frame, or not? self.flags &= ~16 elif self.flags & 32: # Each frame, accelerate and rotate #TODO: check acceleration, angular_speed = self.attributes[4:6] self.speed += acceleration self.angle += angular_speed self.dx = cos(self.angle) * self.speed self.dy = sin(self.angle) * self.speed self.sprite.angle = self.angle if self.sprite.automatic_orientation: self.sprite.changed = True if self.frame == self.attributes[0]: self.flags &= ~32 elif self.flags & 448: #TODO: check frame, count = self.attributes[0:2] angle, speed = self.attributes[4:6] if self.frame % frame == 0: count = count - 1 if self.frame != 0: self.speed = self.speed if speed < -900 else speed if self.flags & 64: self.angle += angle elif self.flags & 128: self.angle = atan2(self.target.y - self.y, self.target.x - self.x) + angle elif self.flags & 256: self.angle = angle self.dx = cos(self.angle) * self.speed self.dy = sin(self.angle) * self.speed self.sprite.angle = self.angle if self.sprite.automatic_orientation: self.sprite.changed = True if count >= 0: self.speed_interpolator = Interpolator((self.speed,), self.frame, (0.,), self.frame + frame - 1) else: self.flags &= ~448 self.attributes[1] = count # Common updates if self.speed_interpolator: self.speed_interpolator.update(self.frame) speed, = self.speed_interpolator.values self.dx = cos(self.angle) * speed self.dy = sin(self.angle) * speed self.x += self.dx self.y += self.dy self.frame += 1 # Filter out-of-screen bullets and handle special flags if self.flags & 448: self.was_visible = False elif self.is_visible(self._game.width, self._game.height): self.was_visible = True elif self.was_visible: self.removed = True if self.flags & (1024 | 2048) and self.attributes[0] > 0: # Bounce! if self.x < 0 or self.x > self._game.width: self.angle = pi - self.angle self.removed = False if self.y < 0 or ((self.flags & 1024) and self.y > self._game.height): self.angle = -self.angle self.removed = False self.sprite.angle = self.angle if self.sprite.automatic_orientation: self.sprite.changed = True self.dx = cos(self.angle) * self.speed self.dy = sin(self.angle) * self.speed self.attributes[0] -= 1