Mercurial > touhou
view pytouhou/game/bullet.pyx @ 550:f1be00de4b3f
Use the correct division factor for player bullets’ cancellation.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 26 May 2014 00:20:26 +0200 |
parents | e35bef07290d |
children | 3c2f96f1d715 |
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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. ## cimport cython from libc.math cimport cos, sin, atan2, M_PI as pi from pytouhou.vm import ANMRunner from pytouhou.game.sprite cimport Sprite cdef class Bullet(Element): def __init__(self, pos, BulletType bullet_type, unsigned long sprite_idx_offset, double angle, double speed, attributes, unsigned long flags, target, Game game, long player=-1, unsigned long damage=0, tuple hitbox=None): cdef double launch_mult Element.__init__(self, pos) self._game = game self._bullet_type = bullet_type self.state = LAUNCHING self.was_visible = True if hitbox is not None: 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.angle = angle self.speed = speed self.dx, self.dy = cos(angle) * speed, sin(angle) * speed self.player = player 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, index, self.sprite, bullet_type.launch_anim_offsets[sprite_idx_offset]) else: self.launch() if self.player >= 0: self.sprite.angle = angle - pi else: self.sprite.angle = angle cdef bint is_visible(self, unsigned int screen_width, unsigned int screen_height): tw, th = self.sprite._texcoords[2], self.sprite._texcoords[3] 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 cpdef 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 >= 0: self.sprite.angle = self.angle - pi else: self.sprite.angle = self.angle self.anmrunner = ANMRunner(bt.anm, bt.anim_index, self.sprite, self.sprite_idx_offset) cdef void 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) cdef void collide(self): self.cancel() self._game.new_particle((self.x, self.y), 10, 256) #TODO: find the real size. @cython.cdivision(True) cdef void cancel(self): # Cancel animation bt = self._bullet_type self.sprite = Sprite() if self.player >= 0: self.sprite.angle = self.angle - pi divisor = 8. else: self.sprite.angle = self.angle divisor = 2. self.anmrunner = ANMRunner(bt.anm, bt.cancel_anim_index, self.sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) self.dx /= divisor self.dy /= divisor self.state = CANCELLED cdef void update(self): cdef int frame, count, game_width, game_height cdef double length, angle, speed, acceleration, angular_speed 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 -= 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 game_width, game_height = self._game.width, self._game.height # Filter out-of-screen bullets and handle special flags if self.flags & 448: self.was_visible = False elif self.is_visible(game_width, 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 > game_width: self.angle = pi - self.angle self.removed = False if self.y < 0 or ((self.flags & 1024) and self.y > 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