Mercurial > touhou
changeset 440:b9d2db93972f
Add a base Element class for every object in pytouhou.game.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Fri, 30 Aug 2013 14:16:08 +0200 |
parents | 723a3e67a223 |
children | e8dc95a2a287 |
files | pytouhou/game/bullet.pyx pytouhou/game/effect.py pytouhou/game/element.pxd pytouhou/game/element.py pytouhou/game/enemy.py pytouhou/game/face.py pytouhou/game/item.py pytouhou/game/laser.py pytouhou/game/orb.py pytouhou/game/player.py pytouhou/game/text.py |
diffstat | 11 files changed, 87 insertions(+), 73 deletions(-) [+] |
line wrap: on
line diff
--- a/pytouhou/game/bullet.pyx +++ b/pytouhou/game/bullet.pyx @@ -17,30 +17,28 @@ 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 +from pytouhou.game.element cimport Element LAUNCHING, LAUNCHED, CANCELLED = range(3) -cdef class Bullet(object): +cdef class Bullet(Element): 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, _bullet_type - cdef public object sprite, anmrunner, removed, was_visible, objects + cdef public object was_visible cdef public object attributes, damage, hitbox, 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): + Element.__init__(self, pos) + self._game = game self._bullet_type = bullet_type self.state = LAUNCHING - self.sprite = None - self.anmrunner = None - self.removed = False self.was_visible = True - self.objects = [self] if hitbox: self.hitbox = (hitbox[0], hitbox[1]) @@ -58,7 +56,6 @@ cdef class Bullet(object): 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
--- a/pytouhou/game/effect.py +++ b/pytouhou/game/effect.py @@ -13,20 +13,18 @@ ## +from pytouhou.game.element import Element from pytouhou.game.sprite import Sprite from pytouhou.vm.anmrunner import ANMRunner from pytouhou.utils.interpolator import Interpolator -class Effect(object): +class Effect(Element): def __init__(self, pos, index, anm): + Element.__init__(self, pos) self.sprite = Sprite() self.anmrunner = ANMRunner(anm, index, self.sprite) - self.removed = False - self.objects = [self] - - self.x, self.y = pos def update(self):
new file mode 100644 --- /dev/null +++ b/pytouhou/game/element.pxd @@ -0,0 +1,8 @@ +from pytouhou.game.sprite cimport Sprite + +cdef class Element: + cdef public double x, y + cdef public bint removed + cdef public Sprite sprite + cdef public list objects + cdef public object anmrunner
new file mode 100644 --- /dev/null +++ b/pytouhou/game/element.py @@ -0,0 +1,23 @@ +# -*- encoding: utf-8 -*- +## +## Copyright (C) 2013 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. +## + +class Element(object): + def __init__(self, pos=None): + self.sprite = None + self.anmrunner = None + self.removed = False + self.objects = [self] + + if pos is not None: + self.x, self.y = pos
--- a/pytouhou/game/enemy.py +++ b/pytouhou/game/enemy.py @@ -15,6 +15,7 @@ from pytouhou.utils.interpolator import Interpolator from pytouhou.vm.anmrunner import ANMRunner +from pytouhou.game.element import Element from pytouhou.game.sprite import Sprite from pytouhou.game.bullet import Bullet from pytouhou.game.laser import Laser @@ -23,16 +24,15 @@ from math import cos, sin, atan2, pi from pytouhou.game.bullet import LAUNCHED -class Enemy(object): +class Enemy(Element): def __init__(self, pos, life, _type, bonus_dropped, die_score, anms, game): + Element.__init__(self) + self._game = game self._anms = anms self._type = _type self.process = None - self.sprite = None - self.anmrunner = None - self.removed = False self.visible = True self.was_visible = False self.bonus_dropped = bonus_dropped
--- a/pytouhou/game/face.py +++ b/pytouhou/game/face.py @@ -13,25 +13,25 @@ ## +from pytouhou.game.element import Element from pytouhou.game.sprite import Sprite from pytouhou.vm.anmrunner import ANMRunner -class Face(object): - __slots__ = ('_anms', 'sprite', 'anmrunner', 'side', 'x', 'y', 'objects') +class Face(Element): + __slots__ = ('_anms', 'side') def __init__(self, anms, effect, side): + Element.__init__(self, (-32, -16)) + self._anms = anms self.sprite = Sprite() self.anmrunner = ANMRunner(self._anms[0][0][0], side * 2, self.sprite) self.side = side self.load(0) self.animate(effect) - self.objects = [self] #FIXME: the same as game.effect. - self.x = -32 - self.y = -16 self.sprite.allow_dest_offset = True
--- a/pytouhou/game/item.py +++ b/pytouhou/game/item.py @@ -15,15 +15,17 @@ from math import cos, sin, atan2, pi +from pytouhou.game.element import Element from pytouhou.utils.interpolator import Interpolator -class Indicator(object): +class Indicator(Element): def __init__(self, item): + Element.__init__(self) + self._item = item self.sprite = item._item_type.indicator_sprite.copy() - self.removed = False self.frame = 0 self.x = self._item.x @@ -37,16 +39,16 @@ class Indicator(object): -class Item(object): +class Item(Element): def __init__(self, start_pos, _type, item_type, game, angle=pi/2, 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.removed = False self.frame = 0 - self.x, self.y = start_pos self.angle = angle self.indicator = None @@ -155,7 +157,7 @@ class Item(object): @property def objects(self): - if self.indicator: + if self.indicator is not None: return [self.indicator] return [self]
--- a/pytouhou/game/laser.py +++ b/pytouhou/game/laser.py @@ -14,6 +14,7 @@ from math import cos, sin, pi +from pytouhou.game.element import Element from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.sprite import Sprite @@ -21,16 +22,15 @@ from pytouhou.game.sprite import Sprite STARTING, STARTED, STOPPING = range(3) -class LaserLaunchAnim(object): +class LaserLaunchAnim(Element): def __init__(self, laser, anm, index): + Element.__init__(self, (0, 0)) + self._laser = laser self.sprite = Sprite() self.sprite.anm = anm self.sprite.texcoords = anm.sprites[index] self.sprite.blendfunc = 1 - self.removed = False - self.objects = [self] - self.x, self.y = 0, 0 def update(self): @@ -51,12 +51,14 @@ class LaserLaunchAnim(object): -class Laser(object): +class Laser(Element): def __init__(self, base_pos, laser_type, sprite_idx_offset, angle, speed, start_offset, end_offset, max_length, width, start_duration, duration, stop_duration, grazing_delay, grazing_extra_duration, game): + Element.__init__(self, (0, 0)) + self._game = game launch_anim = LaserLaunchAnim(self, laser_type.anm, laser_type.launch_anim_offsets[sprite_idx_offset] @@ -64,10 +66,6 @@ class Laser(object): self._game.effects.append(launch_anim) self._laser_type = laser_type self.state = STARTING - self.sprite = None - self.anmrunner = None - self.removed = False - self.objects = [self] #TODO: hitbox @@ -80,7 +78,6 @@ class Laser(object): self.sprite_idx_offset = sprite_idx_offset self.base_pos = base_pos - self.x, self.y = 0, 0 self.angle = angle self.speed = speed self.start_offset = start_offset @@ -195,15 +192,13 @@ class Laser(object): self.frame += 1 -class PlayerLaser(object): +class PlayerLaser(Element): def __init__(self, laser_type, sprite_idx_offset, hitbox, damage, angle, offset, duration, origin): - self.sprite = None - self.anmrunner = None - self.removed = False + Element.__init__(self) + self._laser_type = laser_type self.origin = origin - self.objects = [self] self.hitbox = hitbox[0], hitbox[1]
--- a/pytouhou/game/orb.py +++ b/pytouhou/game/orb.py @@ -13,15 +13,17 @@ ## +from pytouhou.game.element import Element from pytouhou.game.sprite import Sprite from pytouhou.vm.anmrunner import ANMRunner -class Orb(object): - __slots__ = ('sprite', 'anmrunner', 'offset_x', 'offset_y', 'player_state', - 'fire') +class Orb(Element): + __slots__ = ('offset_x', 'offset_y', 'player_state', 'fire') def __init__(self, anm, index, player_state, fire_func): + Element.__init__(self) + self.sprite = Sprite() self.anmrunner = ANMRunner(anm, index, self.sprite)
--- a/pytouhou/game/player.py +++ b/pytouhou/game/player.py @@ -13,6 +13,7 @@ ## +from pytouhou.game.element import Element from pytouhou.game.sprite import Sprite from pytouhou.vm.anmrunner import ANMRunner from pytouhou.game.bullettype import BulletType @@ -52,11 +53,11 @@ class PlayerState(object): self.power, self.lives, self.bombs) -class Player(object): +class Player(Element): def __init__(self, state, game, anm): + Element.__init__(self) + self._game = game - self.sprite = None - self.anmrunner = None self.anm = anm self.speeds = (self.sht.horizontal_vertical_speed,
--- a/pytouhou/game/text.py +++ b/pytouhou/game/text.py @@ -12,25 +12,22 @@ ## GNU General Public License for more details. ## +from pytouhou.game.element import Element from pytouhou.game.sprite import Sprite from pytouhou.vm.anmrunner import ANMRunner from pytouhou.utils.interpolator import Interpolator -class Glyph(object): +class Glyph(Element): def __init__(self, sprite, pos): + Element.__init__(self, pos) self.sprite = sprite - self.removed = False - - self.x, self.y = pos -class Widget(object): +class Widget(Element): def __init__(self, pos, back_anm=None, back_script=22): - self.sprite = None - self.removed = False + Element.__init__(self, pos) self.changed = True - self.anmrunner = None self.frame = 0 # Set up the backround sprite @@ -39,8 +36,6 @@ class Widget(object): self.sprite = Sprite() self.anmrunner = ANMRunner(back_anm, back_script, self.sprite) - self.x, self.y = pos - def update(self): self.frame += 1 if self.changed: @@ -65,6 +60,11 @@ class GlyphCollection(Widget): self.ref_sprite.corner_relative_placement = True #TODO: perhaps not right + @property + def objects(self): + return [self] + self.glyphes + + def set_length(self, length): current_length = len(self.glyphes) if length > current_length: @@ -119,11 +119,6 @@ class Text(GlyphCollection): self.set_text(text) - @property - def objects(self): - return self.glyphes + [self] - - def set_text(self, text): if text == self.text: return @@ -200,11 +195,6 @@ class Counter(GlyphCollection): self.set_value(value) - @property - def objects(self): - return [self] + self.glyphes - - def set_value(self, value): if value < 0: value = 0 @@ -217,15 +207,13 @@ class Counter(GlyphCollection): -class Gauge(object): +class Gauge(Element): def __init__(self, pos, anm, max_length=280, maximum=1, value=0): + Element.__init__(self, pos) self.sprite = Sprite() self.anmrunner = ANMRunner(anm, 21, self.sprite) - self.removed = False self.sprite.corner_relative_placement = True #TODO: perhaps not right - self.objects = [self] - self.x, self.y = pos self.max_length = max_length self.maximum = maximum