view pytouhou/game/item.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 e935ed8dc5e6
children 13201d90bb22
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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 copy import copy

from pytouhou.utils.interpolator import Interpolator


class Indicator(object):
    def __init__(self, item):
        self._item = item

        self.sprite = copy(item._item_type.indicator_sprite)
        self.removed = False

        self.frame = 0
        self.x = self._item.x
        self.y = self.sprite.texcoords[2] / 2.


    def update(self):
        #TODO: alpha
        self.x = self._item.x
        self.frame += 1



class Item(object):
    def __init__(self, start_pos, _type, item_type, game, angle=pi/2, player=None, end_pos=None):
        self._game = game
        self._type = _type
        self._item_type = item_type
        self.sprite = item_type.sprite
        self.removed = False

        self.frame = 0
        self.x, self.y = start_pos
        self.angle = angle
        self.indicator = None

        if player:
            self.autocollect(player)
        else:
            self.player = None

        if not player:
            #TODO: find the formulae in the binary.
            self.speed_interpolator = None
            if end_pos:
                self.pos_interpolator = Interpolator(start_pos, 0,
                                                     end_pos, 60)
            else:
                self.speed_interpolator = Interpolator((-2.,), 0,
                                                       (0.,), 60)

        self.sprite.angle = angle


    def autocollect(self, player):
        self.player = player
        self.speed = player.sht.autocollection_speed


    def on_collect(self, player):
        player_state = player.state
        old_power = player_state.power
        score = 0

        if self._type == 0 or self._type == 2: # power or big power
            if old_power < 128:
                player_state.power_bonus = 0
                score = 10
                player_state.power += (1 if self._type == 0 else 8)
                if player_state.power > 128:
                    player_state.power = 128
            else:
                bonus = player_state.power_bonus + (1 if self._type == 0 else 8)
                if bonus > 30:
                    bonus = 30
                if bonus < 9:
                    score = (bonus + 1) * 10
                elif bonus < 18:
                    score = (bonus - 8) * 100
                elif bonus < 30:
                    score = (bonus - 17) * 1000
                elif bonus == 30:
                    score = 51200
                player_state.power_bonus = bonus
            self._game.modify_difficulty(+1)

        elif self._type == 1: # point
            player_state.points += 1
            poc = player.sht.point_of_collection
            if player_state.y < poc:
                score = 100000
                self._game.modify_difficulty(+30)
            else:
                #score =  #TODO: find the formula.
                self._game.modify_difficulty(+3)

        elif self._type == 3: # bomb
            if player_state.bombs < 8:
                player_state.bombs += 1
            self._game.modify_difficulty(+5)

        elif self._type == 4: # full power
            score = 1000
            player_state.power = 128

        elif self._type == 5: # 1up
            if player_state.lives < 8:
                player_state.lives += 1
            self._game.modify_difficulty(+200)

        elif self._type == 6: # star
            score = 500

        if old_power < 128 and player_state.power == 128:
            #TODO: display “full power”.
            self._game.change_bullets_into_star_items()

        if score > 0:
            #TODO: display the score.
            player_state.score += score

        self.removed = True


    def update(self):
        if self.frame == 60:
            self.speed_interpolator = Interpolator((0.,), 60,
                                                   (3.,), 180)

        if self.player is not None:
            self.angle = atan2(self.player.y - self.y, self.player.x - self.x)
            self.x += cos(self.angle) * self.speed
            self.y += sin(self.angle) * self.speed
        elif self.speed_interpolator is None:
            self.pos_interpolator.update(self.frame)
            self.x, self.y = self.pos_interpolator.values
        else:
            self.speed_interpolator.update(self.frame)
            self.speed, = self.speed_interpolator.values
            dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
            self.x += dx
            self.y += dy

        offscreen = self.y < -(self.sprite.texcoords[2] / 2.)
        if offscreen:
            self.indicator = self.indicator or Indicator(self)
        else:
            self.indicator = None

        if self.indicator:
            self.indicator.update()

        self.frame += 1