changeset 257:9b699e8de4a7

Switch Bullet to Cython to improve performances.
author Thibaut Girka <thib@sitedethib.com>
date Sun, 22 Jan 2012 21:54:07 +0100
parents 507dfd6efe0c
children 620134bc51f4
files pytouhou/game/bullet.py pytouhou/game/bullet.pyx
diffstat 2 files changed, 250 insertions(+), 243 deletions(-) [+]
line wrap: on
line diff
--- a/pytouhou/game/bullet.py	Sun Jan 22 21:41:18 2012 +0100
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,243 +0,0 @@
-# -*- 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
-
-
-LAUNCHING, LAUNCHED, CANCELLED = range(3)
-
-class Bullet(object):
-    def __init__(self, pos, bullet_type, sprite_idx_offset,
-                       angle, speed, attributes, flags, target, game,
-                       player_bullet=False, damage=0, hitbox=None):
-        self._game = game
-        self._sprite = None
-        self._anmrunner = None
-        self._removed = False
-        self._bullet_type = bullet_type
-        self._was_visible = True
-        self._state = LAUNCHING
-
-        if hitbox:
-            self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.)
-        else:
-            self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.)
-
-        self.speed_interpolator = None
-        self.frame = 0
-        self.grazed = False
-
-        self.target = target
-
-        self.sprite_idx_offset = sprite_idx_offset
-
-        self.flags = flags
-        self.attributes = list(attributes)
-
-        self.x, self.y = pos
-        self.angle = angle
-        self.speed = speed
-        self.dx, self.dy = cos(angle) * speed, sin(angle) * speed
-
-        self.player_bullet = player_bullet
-        self.damage = damage
-
-        #TODO
-        if flags & 14:
-            if flags & 2:
-                index = bullet_type.launch_anim2_index
-                launch_mult = bullet_type.launch_anim_penalties[0]
-            elif flags & 4:
-                index = bullet_type.launch_anim4_index
-                launch_mult = bullet_type.launch_anim_penalties[1]
-            else:
-                index = bullet_type.launch_anim8_index
-                launch_mult = bullet_type.launch_anim_penalties[2]
-            self.dx, self.dy = self.dx * launch_mult, self.dy * launch_mult
-            self._sprite = Sprite()
-            self._anmrunner = ANMRunner(bullet_type.anm_wrapper,
-                                        index, self._sprite,
-                                        bullet_type.launch_anim_offsets[sprite_idx_offset])
-            self._anmrunner.run_frame()
-        else:
-            self.launch()
-
-        if self.player_bullet:
-            self._sprite.angle = angle - pi
-        else:
-            self._sprite.angle = angle
-
-
-    def is_visible(self, screen_width, screen_height):
-        tx, ty, tw, th = self._sprite.texcoords
-        x, y = self.x, self.y
-
-        max_x = tw / 2.
-        max_y = th / 2.
-
-        if (max_x < x - screen_width
-            or max_x < -x
-            or max_y < y - screen_height
-            or max_y < -y):
-            return False
-        return True
-
-
-    def set_anim(self, sprite_idx_offset=None):
-        if sprite_idx_offset is not None:
-            self.sprite_idx_offset = sprite_idx_offset
-
-        bt = self._bullet_type
-        self._sprite = Sprite()
-        if self.player_bullet:
-            self._sprite.angle = self.angle - pi
-        else:
-            self._sprite.angle = self.angle
-        self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index,
-                                    self._sprite, self.sprite_idx_offset)
-        self._anmrunner.run_frame()
-
-
-    def launch(self):
-        self._state = LAUNCHED
-        self.frame = 0
-        self.set_anim()
-        self.dx, self.dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
-        if self.flags & 1:
-            self.speed_interpolator = Interpolator((self.speed + 5.,), 0,
-                                                   (self.speed,), 16)
-
-
-    def collide(self):
-        self.cancel()
-
-
-    def cancel(self):
-        # Cancel animation
-        bt = self._bullet_type
-        self._sprite = Sprite()
-        if self.player_bullet:
-            self._sprite.angle = self.angle - pi
-        else:
-            self._sprite.angle = self.angle
-        self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index,
-                                    self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset])
-        self._anmrunner.run_frame()
-        self.dx, self.dy = self.dx / 2., self.dy / 2.
-
-        # Change update method
-        self._state = CANCELLED
-
-        # Do not use this one for collisions anymore
-        if self.player_bullet:
-            self._game.players_bullets.remove(self)
-        else:
-            self._game.bullets.remove(self)
-        self._game.cancelled_bullets.append(self)
-
-
-    def update(self):
-        if self._anmrunner is not None and not self._anmrunner.run_frame():
-            if self._state == LAUNCHING:
-                #TODO: check if it doesn't skip a frame
-                self.launch()
-            elif self._state == CANCELLED:
-                self._removed = True
-            else:
-                self._anmrunner = None
-
-        if self._state == LAUNCHING:
-            pass
-        elif self._state == CANCELLED:
-            pass
-        elif self.flags & 1:
-            # Initial speed burst
-            #TODO: use frame instead of interpolator?
-            if not self.speed_interpolator:
-                self.flags &= ~1
-        elif self.flags & 16:
-            # Each frame, add a vector to the speed vector
-            length, angle = self.attributes[4:6]
-            angle = self.angle if angle < -900.0 else angle #TODO: is that right?
-            self.dx += cos(angle) * length
-            self.dy += sin(angle) * length
-            self.speed = (self.dx ** 2 + self.dy ** 2) ** 0.5
-            self.angle = self._sprite.angle = atan2(self.dy, self.dx)
-            if self._sprite.automatic_orientation:
-                self._sprite._changed = True
-            if self.frame == self.attributes[0]: #TODO: include last frame, or not?
-                self.flags &= ~16
-        elif self.flags & 32:
-            # Each frame, accelerate and rotate
-            #TODO: check
-            acceleration, angular_speed = self.attributes[4:6]
-            self.speed += acceleration
-            self.angle += angular_speed
-            self.dx = cos(self.angle) * self.speed
-            self.dy = sin(self.angle) * self.speed
-            self._sprite.angle = self.angle
-            if self._sprite.automatic_orientation:
-                self._sprite._changed = True
-            if self.frame == self.attributes[0]:
-                self.flags &= ~32
-        elif self.flags & 448:
-            #TODO: check
-            frame, count = self.attributes[0:2]
-            angle, speed = self.attributes[4:6]
-            if self.frame % frame == 0:
-                count = count - 1
-
-                if self.frame != 0:
-                    self.speed = speed
-
-                    if self.flags & 64:
-                        self.angle += angle
-                    elif self.flags & 128:
-                        self.angle = atan2(self.target.y - self.y,
-                                           self.target.x - self.x) + angle
-                    elif self.flags & 256:
-                        self.angle = angle
-
-                    self.dx = cos(self.angle) * self.speed
-                    self.dy = sin(self.angle) * self.speed
-                    self._sprite.angle = self.angle
-                    if self._sprite.automatic_orientation:
-                        self._sprite._changed = True
-
-                if count >= 0:
-                    self.speed_interpolator = Interpolator((self.speed,), self.frame,
-                                                           (0.,), self.frame + frame - 1)
-                else:
-                    self.flags &= ~448
-
-                self.attributes[1] = count
-        #TODO: other flags
-
-        # Common updates
-
-        if self.speed_interpolator:
-            self.speed_interpolator.update(self.frame)
-            self.speed, = self.speed_interpolator.values
-            self.dx = cos(self.angle) * self.speed
-            self.dy = sin(self.angle) * self.speed
-
-        self.x += self.dx
-        self.y += self.dy
-
-        self.frame += 1
-
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/pytouhou/game/bullet.pyx	Sun Jan 22 21:54:07 2012 +0100
@@ -0,0 +1,250 @@
+# -*- 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
+
+
+LAUNCHING, LAUNCHED, CANCELLED = range(3)
+
+cdef class Bullet(object):
+    cdef public unsigned int _state, flags, frame, sprite_idx_offset
+    cdef public double dx, dy, angle, speed #TODO
+    cdef public object player_bullet, target
+    cdef public object _game, _sprite, _anmrunner, _removed, _bullet_type, _was_visible
+    cdef public object attributes, damage, hitbox_half_size, speed_interpolator, grazed
+    cdef public object x, y #TODO
+
+    def __init__(self, pos, bullet_type, sprite_idx_offset,
+                       angle, speed, attributes, flags, target, game,
+                       player_bullet=False, damage=0, hitbox=None):
+        self._game = game
+        self._sprite = None
+        self._anmrunner = None
+        self._removed = False
+        self._bullet_type = bullet_type
+        self._was_visible = True
+        self._state = LAUNCHING
+
+        if hitbox:
+            self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.)
+        else:
+            self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.)
+
+        self.speed_interpolator = None
+        self.frame = 0
+        self.grazed = False
+
+        self.target = target
+
+        self.sprite_idx_offset = sprite_idx_offset
+
+        self.flags = flags
+        self.attributes = list(attributes)
+
+        self.x, self.y = pos
+        self.angle = angle
+        self.speed = speed
+        self.dx, self.dy = cos(angle) * speed, sin(angle) * speed
+
+        self.player_bullet = player_bullet
+        self.damage = damage
+
+        #TODO
+        if flags & 14:
+            if flags & 2:
+                index = bullet_type.launch_anim2_index
+                launch_mult = bullet_type.launch_anim_penalties[0]
+            elif flags & 4:
+                index = bullet_type.launch_anim4_index
+                launch_mult = bullet_type.launch_anim_penalties[1]
+            else:
+                index = bullet_type.launch_anim8_index
+                launch_mult = bullet_type.launch_anim_penalties[2]
+            self.dx, self.dy = self.dx * launch_mult, self.dy * launch_mult
+            self._sprite = Sprite()
+            self._anmrunner = ANMRunner(bullet_type.anm_wrapper,
+                                        index, self._sprite,
+                                        bullet_type.launch_anim_offsets[sprite_idx_offset])
+            self._anmrunner.run_frame()
+        else:
+            self.launch()
+
+        if self.player_bullet:
+            self._sprite.angle = angle - pi
+        else:
+            self._sprite.angle = angle
+
+
+    def is_visible(self, screen_width, screen_height):
+        tx, ty, tw, th = self._sprite.texcoords
+        x, y = self.x, self.y
+
+        max_x = tw / 2.
+        max_y = th / 2.
+
+        if (max_x < x - screen_width
+            or max_x < -x
+            or max_y < y - screen_height
+            or max_y < -y):
+            return False
+        return True
+
+
+    def set_anim(self, sprite_idx_offset=None):
+        if sprite_idx_offset is not None:
+            self.sprite_idx_offset = sprite_idx_offset
+
+        bt = self._bullet_type
+        self._sprite = Sprite()
+        if self.player_bullet:
+            self._sprite.angle = self.angle - pi
+        else:
+            self._sprite.angle = self.angle
+        self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index,
+                                    self._sprite, self.sprite_idx_offset)
+        self._anmrunner.run_frame()
+
+
+    def launch(self):
+        self._state = LAUNCHED
+        self.frame = 0
+        self.set_anim()
+        self.dx, self.dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
+        if self.flags & 1:
+            self.speed_interpolator = Interpolator((self.speed + 5.,), 0,
+                                                   (self.speed,), 16)
+
+
+    def collide(self):
+        self.cancel()
+
+
+    def cancel(self):
+        # Cancel animation
+        bt = self._bullet_type
+        self._sprite = Sprite()
+        if self.player_bullet:
+            self._sprite.angle = self.angle - pi
+        else:
+            self._sprite.angle = self.angle
+        self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index,
+                                    self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset])
+        self._anmrunner.run_frame()
+        self.dx, self.dy = self.dx / 2., self.dy / 2.
+
+        # Change update method
+        self._state = CANCELLED
+
+        # Do not use this one for collisions anymore
+        if self.player_bullet:
+            self._game.players_bullets.remove(self)
+        else:
+            self._game.bullets.remove(self)
+        self._game.cancelled_bullets.append(self)
+
+
+    def update(self):
+        if self._anmrunner is not None and not self._anmrunner.run_frame():
+            if self._state == LAUNCHING:
+                #TODO: check if it doesn't skip a frame
+                self.launch()
+            elif self._state == CANCELLED:
+                self._removed = True
+            else:
+                self._anmrunner = None
+
+        if self._state == LAUNCHING:
+            pass
+        elif self._state == CANCELLED:
+            pass
+        elif self.flags & 1:
+            # Initial speed burst
+            #TODO: use frame instead of interpolator?
+            if not self.speed_interpolator:
+                self.flags &= ~1
+        elif self.flags & 16:
+            # Each frame, add a vector to the speed vector
+            length, angle = self.attributes[4:6]
+            angle = self.angle if angle < -900.0 else angle #TODO: is that right?
+            self.dx += cos(angle) * length
+            self.dy += sin(angle) * length
+            self.speed = (self.dx ** 2 + self.dy ** 2) ** 0.5
+            self.angle = self._sprite.angle = atan2(self.dy, self.dx)
+            if self._sprite.automatic_orientation:
+                self._sprite._changed = True
+            if self.frame == self.attributes[0]: #TODO: include last frame, or not?
+                self.flags &= ~16
+        elif self.flags & 32:
+            # Each frame, accelerate and rotate
+            #TODO: check
+            acceleration, angular_speed = self.attributes[4:6]
+            self.speed += acceleration
+            self.angle += angular_speed
+            self.dx = cos(self.angle) * self.speed
+            self.dy = sin(self.angle) * self.speed
+            self._sprite.angle = self.angle
+            if self._sprite.automatic_orientation:
+                self._sprite._changed = True
+            if self.frame == self.attributes[0]:
+                self.flags &= ~32
+        elif self.flags & 448:
+            #TODO: check
+            frame, count = self.attributes[0:2]
+            angle, speed = self.attributes[4:6]
+            if self.frame % frame == 0:
+                count = count - 1
+
+                if self.frame != 0:
+                    self.speed = speed
+
+                    if self.flags & 64:
+                        self.angle += angle
+                    elif self.flags & 128:
+                        self.angle = atan2(self.target.y - self.y,
+                                           self.target.x - self.x) + angle
+                    elif self.flags & 256:
+                        self.angle = angle
+
+                    self.dx = cos(self.angle) * self.speed
+                    self.dy = sin(self.angle) * self.speed
+                    self._sprite.angle = self.angle
+                    if self._sprite.automatic_orientation:
+                        self._sprite._changed = True
+
+                if count >= 0:
+                    self.speed_interpolator = Interpolator((self.speed,), self.frame,
+                                                           (0.,), self.frame + frame - 1)
+                else:
+                    self.flags &= ~448
+
+                self.attributes[1] = count
+        #TODO: other flags
+
+        # Common updates
+
+        if self.speed_interpolator:
+            self.speed_interpolator.update(self.frame)
+            self.speed, = self.speed_interpolator.values
+            self.dx = cos(self.angle) * self.speed
+            self.dy = sin(self.angle) * self.speed
+
+        self.x += self.dx
+        self.y += self.dy
+
+        self.frame += 1
+