Mercurial > touhou
view pytouhou/game/item.pyx @ 468:feecdb4a8928
Add “except *” to cdef void functions, and type some more.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 12 Sep 2013 15:47:08 +0200 |
parents | 78e1c3864e73 |
children | 8038f1957b71 |
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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 libc.math cimport cos, sin, atan2, M_PI as pi cdef class Indicator(Element): def __init__(self, Item item): Element.__init__(self) self._item = item self.sprite = item._item_type.indicator_sprite.copy() self.x = self._item.x self.y = self.sprite.texcoords[2] / 2. cdef void update(self) nogil: #TODO: alpha self.x = self._item.x cdef class Item(Element): def __init__(self, start_pos, long _type, item_type, Game game, double angle=pi/2, Player player=None, end_pos=None): Element.__init__(self, start_pos) self._game = game self._type = _type self._item_type = item_type self.sprite = item_type.sprite self.frame = 0 self.angle = angle self.indicator = None if player is not None: self.autocollect(player) else: self.player = None #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 property objects: def __get__(self): if self.indicator is not None: return [self.indicator] return [self] cdef void autocollect(self, Player player): if self.player is None: self.player = player self.speed = player.sht.autocollection_speed cdef void on_collect(self, Player player): cdef long level, poc player_state = player.state old_power = player_state.power score = 0 label = None color = 'white' player.play_sound('item00') 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 for level in (8, 16, 32, 48, 64, 96): if old_power < level and player_state.power >= level: label = self._game.new_label((self.x, self.y), ':') # Actually a “PowerUp” character. color = 'blue' label.set_color(color) labeled = True 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 color = 'yellow' 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) color = 'yellow' 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) player.play_sound('extend') 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: player_state.score += score if label is None: label = self._game.new_label((self.x, self.y), str(score)) if color != 'white': label.set_color(color) self.removed = True cpdef update(self): cdef bint offscreen if self.frame == 60: self.speed_interpolator = Interpolator((0.,), 60, (3.,), 180) if self.player is not None: player_state = self.player.state self.angle = atan2(player_state.y - self.y, player_state.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 < -(<double>self.sprite.texcoords[2] / 2.) if offscreen: if self.indicator is None: self.indicator = Indicator(self) self.indicator.update() else: self.indicator = None self.frame += 1