Mercurial > touhou
changeset 123:d1c82d43bbf3
Various optimizations
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Sat, 10 Sep 2011 11:58:24 +0200 |
parents | 174324a4da51 |
children | f06e96dbed4e |
files | pytouhou/game/bullet.py pytouhou/game/enemy.py pytouhou/game/game.py pytouhou/opengl/gamerenderer.py pytouhou/utils/matrix.py |
diffstat | 5 files changed, 53 insertions(+), 49 deletions(-) [+] |
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--- a/pytouhou/game/bullet.py +++ b/pytouhou/game/bullet.py @@ -20,14 +20,14 @@ from pytouhou.game.sprite import Sprite class Bullet(object): - def __init__(self, pos, type_idx, sprite_idx_offset, + def __init__(self, pos, bullet_type, 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._bullet_type = game_state.bullet_types[type_idx] + self._bullet_type = bullet_type self.speed_interpolator = None self.frame = 0 @@ -48,21 +48,20 @@ class Bullet(object): #TODO if flags & 14: - bt = self._bullet_type if flags & 2: - index = bt.launch_anim2_index - launch_mult = bt.launch_anim_penalties[0] + index = bullet_type.launch_anim2_index + launch_mult = bullet_type.launch_anim_penalties[0] elif flags & 4: - index = bt.launch_anim4_index - launch_mult = bt.launch_anim_penalties[1] + index = bullet_type.launch_anim4_index + launch_mult = bullet_type.launch_anim_penalties[1] else: - index = bt.launch_anim8_index - launch_mult = bt.launch_anim_penalties[2] + index = bullet_type.launch_anim8_index + launch_mult = bullet_type.launch_anim_penalties[2] self.launch_delta = dx * launch_mult, dy * launch_mult self._sprite = Sprite() - self._anmrunner = ANMRunner(bt.anm_wrapper, + self._anmrunner = ANMRunner(bullet_type.anm_wrapper, index, self._sprite, - bt.launch_anim_offsets[sprite_idx_offset]) + bullet_type.launch_anim_offsets[sprite_idx_offset]) self._anmrunner.run_frame() else: self.launch() @@ -72,16 +71,15 @@ class Bullet(object): def is_visible(self, screen_width, screen_height): tx, ty, tw, th = self._sprite.texcoords - if self._sprite.corner_relative_placement: - raise Exception #TODO + x, y = self.x, self.y max_x = tw / 2. max_y = th / 2. - if any((max_x < self.x - screen_width, - max_x < -self.x, - max_y < self.y - screen_height, - max_y < -self.y)): + if (max_x < x - screen_width + or max_x < -x + or max_y < y - screen_height + or max_y < -y): return False return True
--- a/pytouhou/game/enemy.py +++ b/pytouhou/game/enemy.py @@ -85,9 +85,11 @@ class Enemy(object): def fire(self): - (type_, anim, sprite_idx_offset, bullets_per_shot, number_of_shots, + (type_, type_idx, sprite_idx_offset, bullets_per_shot, number_of_shots, speed, speed2, launch_angle, angle, flags) = self.bullet_attributes + bullet_type = self._game_state.bullet_types[type_idx] + ox, oy = self.bullet_launch_offset launch_pos = self.x + ox, self.y + oy @@ -116,7 +118,7 @@ class Enemy(object): if type_ == 75: # 102.h@0x4138cf bullet_angle = self._game_state.prng.rand_double() * (launch_angle - angle) + angle shot_speed = self._game_state.prng.rand_double() * (speed - speed2) + speed2 - bullets.append(Bullet(launch_pos, anim, sprite_idx_offset, + bullets.append(Bullet(launch_pos, bullet_type, sprite_idx_offset, bullet_angle, shot_speed, self.extended_bullet_attributes, flags, player, self._game_state)) @@ -173,15 +175,14 @@ class Enemy(object): else: tx, ty, tw, th = 0., 0., 0., 0. + x, y = self.x, self.y 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)): + if (max_x < x - screen_width + or max_x < -x + or max_y < y - screen_height + or max_y < -y): return False return True
--- a/pytouhou/game/game.py +++ b/pytouhou/game/game.py @@ -65,7 +65,7 @@ class Game(object): self.ecl_runner.run_iter() # 2. Filter out destroyed enemies - self.enemies[:] = (enemy for enemy in self.enemies if not enemy._removed) + self.enemies = [enemy for enemy in self.enemies if not enemy._removed] # 3. Let's play! for enemy in self.enemies: @@ -92,10 +92,7 @@ class Game(object): # Filter out-of-scren bullets # TODO: was_visible thing - bullets = self.game_state.bullets - for bullet in tuple(bullets): - if not bullet.is_visible(384, 448): - bullets.remove(bullet) + self.game_state.bullets = [bullet for bullet in self.game_state.bullets if bullet.is_visible(384, 448)] # Disable boss mode if it is dead/it has timeout if self.game_state.boss and self.game_state.boss._removed:
--- a/pytouhou/opengl/gamerenderer.py +++ b/pytouhou/opengl/gamerenderer.py @@ -55,7 +55,7 @@ class GameRenderer(pyglet.window.Window) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) - pyglet.clock.schedule_interval(self.update, 1./60) + pyglet.clock.schedule_interval(self.update, 1./120) pyglet.app.run()
--- a/pytouhou/utils/matrix.py +++ b/pytouhou/utils/matrix.py @@ -28,52 +28,60 @@ class Matrix(object): def flip(self): - self.data[0][:] = (-x for x in self.data[0]) + data = self.data + a, b, c, d = data[0] + data[0] = [-a, -b, -c, -d] def scale(self, x, y, z): d1 = self.data - d1[0][:] = (a * x for a in d1[0]) - d1[1][:] = (a * y for a in d1[1]) - d1[2][:] = (a * z for a in d1[2]) + d1[0] = [a * x for a in d1[0]] + d1[1] = [a * y for a in d1[1]] + d1[2] = [a * z for a in d1[2]] def scale2d(self, x, y): - d1 = self.data - d1[0][:] = (a * x for a in d1[0]) - d1[1][:] = (a * y for a in d1[1]) + data = self.data + d1a, d1b, d1c, d1d = data[0] + d2a, d2b, d2c, d2d = data[1] + data[0] = [d1a * x, d1b * x, d1c * x, d1d * x] + data[1] = [d2a * y, d2b * y, d2c * y, d2d * y] def translate(self, x, y, z): - d1 = self.data - a, b, c = (v * m for v, m in zip(d1[3][:3], (x, y, z))) - d1[0][:] = (v + a for v in d1[0]) - d1[1][:] = (v + b for v in d1[1]) - d1[2][:] = (v + c for v in d1[2]) + data = self.data + a, b, c = data[3][:3] + a, b, c = a * x, b * y, c * z + d1a, d1b, d1c, d1d = data[0] + d2a, d2b, d2c, d2d = data[1] + d3a, d3b, d3c, d3d = data[2] + data[0] = [d1a + a, d1b + a, d1c + a, d1d + a] + data[1] = [d2a + b, d2b + b, d2c + b, d2d + b] + data[2] = [d3a + c, d3b + c, d3c + c, d3d + c] def rotate_x(self, angle): d1 = self.data cos_a = cos(angle) sin_a = sin(angle) - d1[1][:], d1[2][:] = ([cos_a * d1[1][i] - sin_a * d1[2][i] for i in range(4)], - [sin_a * d1[1][i] + cos_a * d1[2][i] for i in range(4)]) + d1[1], d1[2] = ([cos_a * d1[1][i] - sin_a * d1[2][i] for i in range(4)], + [sin_a * d1[1][i] + cos_a * d1[2][i] for i in range(4)]) def rotate_y(self, angle): d1 = self.data cos_a = cos(angle) sin_a = sin(angle) - d1[0][:], d1[2][:] = ([cos_a * d1[0][i] + sin_a * d1[2][i] for i in range(4)], - [- sin_a * d1[0][i] + cos_a * d1[2][i] for i in range(4)]) + d1[0], d1[2] = ([cos_a * d1[0][i] + sin_a * d1[2][i] for i in range(4)], + [- sin_a * d1[0][i] + cos_a * d1[2][i] for i in range(4)]) def rotate_z(self, angle): d1 = self.data cos_a = cos(angle) sin_a = sin(angle) - d1[0][:], d1[1][:] = ([cos_a * d1[0][i] - sin_a * d1[1][i] for i in range(4)], - [sin_a * d1[0][i] + cos_a * d1[1][i] for i in range(4)]) + d1[0], d1[1] = ([cos_a * d1[0][i] - sin_a * d1[1][i] for i in range(4)], + [sin_a * d1[0][i] + cos_a * d1[1][i] for i in range(4)]) @classmethod