Mercurial > touhou
view pytouhou/game/background.py @ 316:f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
The issue with instruction 96 was about death callbacks,
being executed on the caller of instruction 96 instead of the dying enemies.
This was introduced by changeset 5930b33a0370.
Additionnaly, ECL processes are now an attribute of the Enemy,
and death/timeout conditions are checked right after the ECL frame,
even if the ECL script has already ended, just like in the original game.
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Thu, 29 Mar 2012 21:18:35 +0200 |
parents | 4300a832f033 |
children | bdcf2077e368 |
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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 class Background(object): def __init__(self, stage, anm_wrapper): self.stage = stage self.anm_wrapper = anm_wrapper self.models = [] self.object_instances = [] self.anm_runners = [] self.position_interpolator = Interpolator((0, 0, 0)) self.fog_interpolator = Interpolator((0, 0, 0, 0, 0)) self.position2_interpolator = Interpolator((0, 0, 0)) self.build_models() self.build_object_instances() def build_object_instances(self): self.object_instances = [] for model_id, ox, oy, oz in self.stage.object_instances: self.object_instances.append((ox, oy, oz, model_id, self.models[model_id])) # Z-sorting: # TODO z-sorting may be needed at each iteration def keyfunc(obj): return obj[2] + self.stage.models[obj[3]].bounding_box[2] self.object_instances.sort(key=keyfunc, reverse=True) def build_models(self): self.models = [] for obj in self.stage.models: quads = [] for script_index, ox, oy, oz, width_override, height_override in obj.quads: sprite = Sprite(width_override, height_override) anm_runner = ANMRunner(self.anm_wrapper, script_index, sprite) anm_runner.run_frame() quads.append((ox, oy, oz, width_override, height_override, sprite)) self.anm_runners.append(anm_runner) self.models.append(quads) def update(self, frame): for frame_num, message_type, args in self.stage.script: if frame_num == frame: if message_type == 0: self.position_interpolator.set_interpolation_start(frame_num, args) elif message_type == 1: self.fog_interpolator.set_interpolation_end_values(args) elif message_type == 2: self.position2_interpolator.set_interpolation_end_values(args) elif message_type == 3: duration, = args self.position2_interpolator.set_interpolation_end_frame(frame_num + duration) elif message_type == 4: duration, = args self.fog_interpolator.set_interpolation_end_frame(frame_num + duration) if frame_num > frame and message_type == 0: self.position_interpolator.set_interpolation_end(frame_num, args) break for anm_runner in tuple(self.anm_runners): if not anm_runner.run_frame(): self.anm_runners.remove(anm_runner) self.position2_interpolator.update(frame) self.fog_interpolator.update(frame) self.position_interpolator.update(frame)