Mercurial > touhou
view pytouhou/game/bullet.py @ 91:f7525fa66bb0
Fix ECL instruction 3
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 04 Sep 2011 10:19:42 +0200 |
parents | 630e9045e851 |
children | ca571697ec83 |
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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 class Bullet(object): __slots__ = ('x', 'y', 'angle', 'speed', 'frame', 'grazed', 'flags', 'attributes', 'anim_idx', 'sprite_idx_offset', 'player', 'speed_interpolator', '_game_state', '_sprite', '_anmrunner', '_removed', '_launched') def __init__(self, pos, anim_idx, sprite_idx_offset, angle, speed, attributes, flags, player, game_state): self._game_state = game_state self._sprite = None self._anmrunner = None self._removed = False self._launched = False self.speed_interpolator = None self.frame = 0 self.grazed = False self.player = player self.anim_idx = anim_idx self.sprite_idx_offset = sprite_idx_offset #TODO #if flags & (2|4|8): # index = {2: 11, 4: 12, 8: 13}[flags & (2|4|8)] # self._sprite = Sprite() # self._anmrunner = ANMRunner(self._game_state.resources.etama_anm_wrappers[0], # index, self._sprite, sprite_idx_offset) self.flags = flags self.attributes = list(attributes) self.x, self.y = pos self.angle = angle self.speed = speed if flags & 1: self.speed_interpolator = Interpolator((speed + 5.,)) self.speed_interpolator.set_interpolation_start(0, (speed + 5.,)) self.speed_interpolator.set_interpolation_end(16, (speed,)) if flags & 448: self.speed_interpolator = Interpolator((speed,)) self.speed_interpolator.set_interpolation_start(0, (speed,)) self.speed_interpolator.set_interpolation_end(attributes[0] - 1, (0,)) # TODO: really -1? Without, the new speed isn’t set. def get_player_angle(self): return atan2(self.player.y - self.y, self.player.x - self.x) def is_visible(self, screen_width, screen_height): if self._sprite: tx, ty, tw, th = self._sprite.texcoords if self._sprite.corner_relative_placement: raise Exception #TODO else: tx, ty, tw, th = 0., 0., 0., 0. max_x = tw / 2. max_y = th / 2. min_x = -max_x min_y = -max_y if any((min_x > screen_width - self.x, max_x < -self.x, min_y > screen_height - self.y, max_y < -self.y)): return False return True def get_objects_by_texture(self, objects_by_texture): sprite = self._sprite sprite.update_vertices_uvs_colors() key = sprite.anm.first_name, sprite.anm.secondary_name key = (key, sprite.blendfunc) if not key in objects_by_texture: objects_by_texture[key] = (0, [], [], []) vertices = ((x + self.x, y + self.y, z) for x, y, z in sprite._vertices) objects_by_texture[key][1].extend(vertices) objects_by_texture[key][2].extend(sprite._uvs) objects_by_texture[key][3].extend(sprite._colors) def update(self): if not self._sprite or self._sprite._removed: self._launched = True self._sprite = Sprite() self._anmrunner = ANMRunner(self._game_state.resources.etama_anm_wrappers[0], #TODO self.anim_idx, self._sprite, self.sprite_idx_offset) if self._anmrunner and not self._anmrunner.run_frame(): self._anmrunner = None self._sprite.update(angle_base=self.angle) #TODO: flags x, y = self.x, self.y if self.flags & 16: frame, count = self.attributes[0:2] length, angle = self.attributes[4:6] angle = self.angle if angle < -900.0 else angle #TODO: is that right? dx = cos(self.angle) * self.speed + cos(angle) * length dy = sin(self.angle) * self.speed + sin(angle) * length self.speed = (dx ** 2 + dy ** 2) ** 0.5 self.angle = atan2(dy, dx) if self.frame == frame: #TODO: include last frame, or not? if count > 0: self.attributes[1] -= 1 self.frame = 0 else: self.flags ^= 16 elif self.flags & 32: #TODO: check frame, count = self.attributes[0:2] acceleration, angular_speed = self.attributes[4:6] self.speed += acceleration self.angle += angular_speed if self.frame == frame: if count > 0: self.attributes[1] -= 1 else: self.flags ^= 32 elif self.flags & 448: #TODO: check frame, count = self.attributes[0:2] angle, speed = self.attributes[4:6] if frame == self.frame: count = count - 1 if self.flags & 64: self.angle = self.angle + angle elif self.flags & 128: self.angle = self.get_player_angle() + angle elif self.flags & 256: self.angle = angle if count: self.speed_interpolator.set_interpolation_start(self.frame, (speed,)) self.speed_interpolator.set_interpolation_end(self.frame + frame - 1, (0,)) # TODO: really -1? Without, the new speed isn’t set. else: self.flags &= ~448 self.speed = speed self.attributes[1] = count #TODO: other flags if self.speed_interpolator: 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, self.y = x + dx, y + dy self.frame += 1