changeset 84:1a0c78e5a941

Oops O:)
author Thibaut Girka <thib@sitedethib.com>
date Sat, 03 Sep 2011 22:58:13 +0200
parents fc0294c745b6
children 3804f07d3b0e
files pytouhou/game/bullet.py
diffstat 1 files changed, 111 insertions(+), 0 deletions(-) [+]
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new file mode 100644
--- /dev/null
+++ b/pytouhou/game/bullet.py
@@ -0,0 +1,111 @@
+# -*- 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.vm.anmrunner import ANMRunner
+from pytouhou.game.sprite import Sprite
+
+
+class Bullet(object):
+    __slots__ = ('x', 'y', 'angle', 'speed',
+                 'flags', 'attributes', 'anim_idx', 'sprite_idx_offset', 'player',
+                 '_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.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
+
+
+    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 = {}
+        key = self._sprite.anm.first_name, self._sprite.anm.secondary_name
+        key = (key, self._sprite.blendfunc)
+        if not key in objects_by_texture:
+            objects_by_texture[key] = (0, [], [], [])
+        vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self._sprite._vertices)
+        objects_by_texture[key][1].extend(vertices)
+        objects_by_texture[key][2].extend(self._sprite._uvs)
+        objects_by_texture[key][3].extend(self._sprite._colors)
+        return objects_by_texture
+
+
+    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)
+            #TODO: self._anmrunner.sprite_idx_offset = self.sprite_idx_offset
+
+        if self._anmrunner and not self._anmrunner.run_frame():
+            self._anmrunner = None
+
+        if self._sprite:
+            self._sprite.update()
+            if self._sprite._changed: #TODO
+                angle = pi/2.-self.angle if self._sprite.automatic_orientation else 0.
+                self._sprite.update_vertices_uvs_colors(angle_base=angle)
+
+        #TODO: flags
+        x, y = self.x, self.y
+
+        dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
+        self.x, self.y = x + dx, y + dy
+