Mercurial > touhou
view pytouhou/game/player.py @ 444:f26c8ab57257
Use a simple for loop to determine the power level of the player; fixes a traceback when the SHT has no shot at all.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 30 Aug 2013 14:16:08 +0200 |
parents | b9d2db93972f |
children |
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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.game.element import Element from pytouhou.game.sprite import Sprite from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.bullettype import BulletType from pytouhou.game.bullet import Bullet from pytouhou.game.lasertype import LaserType from pytouhou.game.laser import PlayerLaser from pytouhou.game.game import GameOver from math import pi class PlayerState(object): def __init__(self, character=0, score=0, power=0, lives=2, bombs=3): self.character = character # ReimuA/ReimuB/MarisaA/MarisaB/... self.score = score self.effective_score = score self.lives = lives self.bombs = bombs self.power = power self.graze = 0 self.points = 0 self.x = 192.0 self.y = 384.0 self.invulnerable_time = 240 self.touchable = True self.focused = False self.power_bonus = 0 # Never goes over 30. def copy(self): return PlayerState(self.character, self.score, self.power, self.lives, self.bombs) class Player(Element): def __init__(self, state, game, anm): Element.__init__(self) self._game = game self.anm = anm self.speeds = (self.sht.horizontal_vertical_speed, self.sht.diagonal_speed, self.sht.horizontal_vertical_focused_speed, self.sht.diagonal_focused_speed) self.fire_time = 0 self.state = state self.direction = None self.set_anim(0) self.death_time = 0 @property def x(self): return self.state.x @property def y(self): return self.state.y def set_anim(self, index): self.sprite = Sprite() self.anmrunner = ANMRunner(self.anm, index, self.sprite) def play_sound(self, name): self._game.sfx_player.play('%s.wav' % name) def collide(self): if not self.state.invulnerable_time and not self.death_time and self.state.touchable: # Border Between Life and Death self.death_time = self._game.frame self._game.new_effect((self.state.x, self.state.y), 17) self._game.modify_difficulty(-1600) self.play_sound('pldead00') for i in range(16): self._game.new_particle((self.state.x, self.state.y), 11, 256) #TODO: find the real size and range. def start_focusing(self): self.state.focused = True def stop_focusing(self): self.state.focused = False def fire(self): sht = self.focused_sht if self.state.focused else self.sht # Don’t use min() since sht.shots could be an empty dict. power = 999 for shot_power in sht.shots: if self.state.power < shot_power: power = power if power < shot_power else shot_power bullets = self._game.players_bullets lasers = self._game.players_lasers nb_bullets_max = self._game.nb_bullets_max if self.fire_time % 5 == 0: self.play_sound('plst00') for shot in sht.shots[power]: origin = self.orbs[shot.orb - 1] if shot.orb else self.state if shot.type == 3: if self.fire_time != 30: continue number = shot.delay #TODO: number can do very surprising things, like removing any bullet creation from enemies with 3. For now, crash when not 0 or 1. if lasers[number]: continue laser_type = LaserType(self.anm, shot.sprite % 256, 68) lasers[number] = PlayerLaser(laser_type, 0, shot.hitbox, shot.damage, shot.angle, shot.speed, shot.interval, origin) continue if (self.fire_time + shot.delay) % shot.interval != 0: continue if nb_bullets_max is not None and len(bullets) == nb_bullets_max: break x = origin.x + shot.pos[0] y = origin.y + shot.pos[1] #TODO: find a better way to do that. bullet_type = BulletType(self.anm, shot.sprite % 256, shot.sprite % 256 + 32, #TODO: find the real cancel anim 0, 0, 0, 0.) #TODO: Type 1 (homing bullets) if shot.type == 2: #TODO: triple-check acceleration! bullets.append(Bullet((x, y), bullet_type, 0, shot.angle, shot.speed, (-1, 0, 0, 0, 0.15, -pi/2., 0., 0.), 16, self, self._game, player_bullet=True, damage=shot.damage, hitbox=shot.hitbox)) else: bullets.append(Bullet((x, y), bullet_type, 0, shot.angle, shot.speed, (0, 0, 0, 0, 0., 0., 0., 0.), 0, self, self._game, player_bullet=True, damage=shot.damage, hitbox=shot.hitbox)) def update(self, keystate): if self.death_time == 0 or self._game.frame - self.death_time > 60: speed, diag_speed = self.speeds[2:] if self.state.focused else self.speeds[:2] try: dx, dy = {16: (0.0, -speed), 32: (0.0, speed), 64: (-speed, 0.0), 128: (speed, 0.0), 16|64: (-diag_speed, -diag_speed), 16|128: (diag_speed, -diag_speed), 32|64: (-diag_speed, diag_speed), 32|128: (diag_speed, diag_speed)}[keystate & (16|32|64|128)] except KeyError: dx, dy = 0.0, 0.0 if dx < 0 and self.direction != -1: self.set_anim(1) self.direction = -1 elif dx > 0 and self.direction != +1: self.set_anim(3) self.direction = +1 elif dx == 0 and self.direction is not None: self.set_anim({-1: 2, +1: 4}[self.direction]) self.direction = None self.state.x += dx self.state.y += dy if self.state.x < 8.: self.state.x = 8. if self.state.x > self._game.width - 8: self.state.x = self._game.width - 8. if self.state.y < 16.: self.state.y = 16. if self.state.y > self._game.height - 16: self.state.y = self._game.height -16. if not self.state.focused and keystate & 4: self.start_focusing() elif self.state.focused and not keystate & 4: self.stop_focusing() if self.state.invulnerable_time > 0: self.state.invulnerable_time -= 1 m = self.state.invulnerable_time % 8 if m == 7 or self.state.invulnerable_time == 0: self.sprite.color = (255, 255, 255) self.sprite.changed = True elif m == 1: self.sprite.color = (64, 64, 64) self.sprite.changed = True if keystate & 1 and self.fire_time == 0: self.fire_time = 30 if self.fire_time > 0: self.fire() self.fire_time -= 1 if self.death_time: time = self._game.frame - self.death_time if time == 6: # too late, you are dead :( self.state.touchable = False if self.state.power > 16: self.state.power -= 16 else: self.state.power = 0 for laser in self._game.players_lasers: if laser: laser.cancel() self.state.lives -= 1 if self.state.lives < 0: #TODO: display a menu to ask the players if they want to continue. self._game.continues -= 1 if self._game.continues < 0: raise GameOver for i in range(5): self._game.drop_bonus(self.state.x, self.state.y, 4, end_pos=(self._game.prng.rand_double() * 288 + 48, self._game.prng.rand_double() * 192 - 64)) self.state.score = 0 self.state.effective_score = 0 self.state.lives = 2 #TODO: use the right default. self.state.bombs = 3 #TODO: use the right default. self.state.power = 0 self.state.graze = 0 self.state.points = 0 else: self._game.drop_bonus(self.state.x, self.state.y, 2, end_pos=(self._game.prng.rand_double() * 288 + 48, # 102h.exe@0x41f3dc self._game.prng.rand_double() * 192 - 64)) # @0x41f3 for i in range(5): self._game.drop_bonus(self.state.x, self.state.y, 0, end_pos=(self._game.prng.rand_double() * 288 + 48, self._game.prng.rand_double() * 192 - 64)) elif time == 7: self.sprite.mirrored = False self.sprite.blendfunc = 0 self.sprite.rescale = 0.75, 1.5 self.sprite.fade(26, 96, lambda x: x) self.sprite.scale_in(26, 0.00, 2.5, lambda x: x) elif time == 32: self.state.x = float(self._game.width) / 2. #TODO self.state.y = float(self._game.width) #TODO self.direction = None self.sprite = Sprite() self.anmrunner = ANMRunner(self.anm, 0, self.sprite) self.sprite.alpha = 128 self.sprite.rescale = 0.0, 2.5 self.sprite.fade(30, 255, lambda x: x) self.sprite.blendfunc = 1 self.sprite.scale_in(30, 1., 1., lambda x: x) elif time == 61: # respawned self.state.touchable = True self.state.invulnerable_time = 240 self.sprite.blendfunc = 0 self.sprite.changed = True if time > 30: self._game.cancel_bullets() if time > 90: # start the bullet hell again self.death_time = 0 self.anmrunner.run_frame()