Mercurial > touhou
view pytouhou/game/bullet.pyx @ 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 | 0f88ae611d37 |
children | 56523a16db1d |
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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 cdef public object attributes, damage, hitbox_half_size, 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 if hitbox: self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.) else: self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.) 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(Bullet 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(Bullet 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(Bullet 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(Bullet self): self.cancel() def cancel(Bullet 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. # Change update method self._state = CANCELLED # Do not use this one for collisions anymore if self.player_bullet: self._game.players_bullets.remove(self) else: self._game.bullets.remove(self) self._game.cancelled_bullets.append(self) def update(Bullet 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