Mercurial > touhou
view pytouhou/games/eosd/game.py @ 772:7492d384d122 default tip
Rust: Add a Glide renderer (2D only for now)
This is an experiment for a Rust renderer, iterating over the Python data using
pyo3. It requires --feature=glide to be passed to cargo build, doesn’t support
NPOT textures, text rendering, the background, or even msg faces, some of that
may come in a future changeset.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 05 Sep 2022 17:53:36 +0200 |
parents | df6ae915ebaa |
children |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> ## ## 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.utils.interpolator import Interpolator from pytouhou.game.game import Game as GameBase from pytouhou.game.bullettype import BulletType from pytouhou.game.lasertype import LaserType from pytouhou.game.itemtype import ItemType from pytouhou.game.player import Player as PlayerBase from pytouhou.game.orb import Orb from pytouhou.game.background import Background from pytouhou.vm import ECLMainRunner class Common: default_power = [0, 64, 128, 128, 128, 128, 0] def __init__(self, resource_loader, player_characters, continues, *, width=384, height=448): self.width, self.height = width, height self.etama = resource_loader.get_multi_anm(('etama3.anm', 'etama4.anm')) self.bullet_types = [BulletType(self.etama[0], 0, 11, 14, 15, 16, hitbox_size=2, type_id=0), BulletType(self.etama[0], 1, 12, 17, 18, 19, hitbox_size=3, type_id=1), BulletType(self.etama[0], 2, 12, 17, 18, 19, hitbox_size=2, type_id=2), BulletType(self.etama[0], 3, 12, 17, 18, 19, hitbox_size=3, type_id=3), BulletType(self.etama[0], 4, 12, 17, 18, 19, hitbox_size=2.5, type_id=4), BulletType(self.etama[0], 5, 12, 17, 18, 19, hitbox_size=2, type_id=5), BulletType(self.etama[0], 6, 13, 20, 20, 20, hitbox_size=8, launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), type_id=6), BulletType(self.etama[0], 7, 13, 20, 20, 20, hitbox_size=5.5, launch_anim_offsets=(1, 1, 1, 1), type_id=7), BulletType(self.etama[0], 8, 13, 20, 20, 20, hitbox_size=4.5, launch_anim_offsets=(0, 1, 1, 2, 2, 3, 4, 0), type_id=8), BulletType(self.etama[1], 0, 1, 2, 2, 2, hitbox_size=16, launch_anim_offsets=(0, 1, 2, 3), type_id=9)] self.laser_types = [LaserType(self.etama[0], 9), LaserType(self.etama[0], 10)] self.item_types = [ItemType(self.etama[0], 0, 7), #Power ItemType(self.etama[0], 1, 8), #Point ItemType(self.etama[0], 2, 9), #Big power ItemType(self.etama[0], 3, 10), #Bomb ItemType(self.etama[0], 4, 11), #Full power ItemType(self.etama[0], 5, 12), #1up ItemType(self.etama[0], 6, 13)] #Star self.enemy_face = [('face03a.anm', 'face03b.anm'), ('face05a.anm',), ('face06a.anm', 'face06b.anm'), ('face08a.anm', 'face08b.anm'), ('face09a.anm', 'face09b.anm'), ('face09b.anm', 'face10a.anm', 'face10b.anm'), ('face08a.anm', 'face12a.anm', 'face12b.anm', 'face12c.anm')] eosd_characters = resource_loader.get_eosd_characters() self.first_character = player_characters[0] // 2 self.player_anms = {} self.players = [None] * len(player_characters) for i, player_character in enumerate(player_characters): character = player_character // 2 if character not in self.player_anms: face = resource_loader.get_multi_anm(('face0%da.anm' % character, 'face0%db.anm' % character, 'face0%dc.anm' % character)) anm = resource_loader.get_single_anm('player0%d.anm' % character) self.player_anms[character] = (anm, face) self.players[i] = Player(i, self.player_anms[character][0], eosd_characters[player_character], character, continues) class Game(GameBase): def __init__(self, resource_loader, stage, rank, difficulty, common, prng, hints=None, friendly_fire=True, nb_bullets_max=640): self.etama = common.etama #XXX self.enm_anm = resource_loader.get_anm('stg%denm.anm' % stage) try: self.enm_anm = self.enm_anm + resource_loader.get_anm('stg%denm2.anm' % stage) except KeyError: pass ecl = resource_loader.get_ecl('ecldata%d.ecl' % stage) self.ecl_runners = [ECLMainRunner(main, ecl.subs, self) for main in ecl.mains] self.spellcard_effect_anm = resource_loader.get_single_anm('eff0%d.anm' % stage) self.msg = resource_loader.get_msg('msg%d.dat' % stage) msg_anm = [common.player_anms[common.first_character][1], #TODO: does it break bomb face of non-first player? resource_loader.get_multi_anm(common.enemy_face[stage - 1])] self.msg_anm = [[], []] for i, anms in enumerate(msg_anm): for anm in anms: for sprite in anm.sprites.values(): self.msg_anm[i].append((anm, sprite)) for player in common.players: player._game = self if player.power < 0: player.power = common.default_power[stage - 1] # Load stage data self.std = resource_loader.get_stage('stage%d.std' % stage) background_anm = resource_loader.get_single_anm('stg%dbg.anm' % stage) self.background = Background(self.std, background_anm) common.interface.start_stage(self, stage) GameBase.__init__(self, common.players, stage, rank, difficulty, common.bullet_types, common.laser_types, common.item_types, nb_bullets_max, common.width, common.height, prng, common.interface, hints, friendly_fire) try: self.texts['stage_name'] = common.interface.stage_name except AttributeError: pass try: self.texts['song_name'] = common.interface.song_name except AttributeError: pass class Player(PlayerBase): def __init__(self, number, anm, shts, character, continues): self.sht = shts[0] self.focused_sht = shts[1] PlayerBase.__init__(self, number, anm, character, continues, power=-1) self.orbs = [Orb(anm, 128, self), Orb(anm, 129, self)] self.orbs[0].offset_x = -24 self.orbs[1].offset_x = 24 self.orb_dx_interpolator = None self.orb_dy_interpolator = None def start_focusing(self): self.orb_dx_interpolator = Interpolator((24,), self._game.frame, (8,), self._game.frame + 8, lambda x: x ** 2) self.orb_dy_interpolator = Interpolator((0,), self._game.frame, (-32,), self._game.frame + 8) self.focused = True def stop_focusing(self): self.orb_dx_interpolator = Interpolator((8,), self._game.frame, (24,), self._game.frame + 8, lambda x: x ** 2) self.orb_dy_interpolator = Interpolator((-32,), self._game.frame, (0,), self._game.frame + 8) self.focused = False @property def objects(self): return [self] + (self.orbs if self.power >= 8 else []) def update(self, keystate): PlayerBase.update(self, keystate) if self.death_time == 0 or self._game.frame - self.death_time > 60: if self.orb_dx_interpolator: self.orb_dx_interpolator.update(self._game.frame) dx, = self.orb_dx_interpolator.values self.orbs[0].offset_x = -dx self.orbs[1].offset_x = dx if self.orb_dy_interpolator: self.orb_dy_interpolator.update(self._game.frame) dy, = self.orb_dy_interpolator.values self.orbs[0].offset_y = dy self.orbs[1].offset_y = dy for orb in self.orbs: orb.update()