Mercurial > touhou
changeset 304:f3099ebf4f61
Update attribute names to reflect the actual interface.
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Tue, 13 Mar 2012 18:38:14 +0100 |
parents | 647bde10353d |
children | 5492472963b0 |
files | pytouhou/game/bullet.pyx pytouhou/game/effect.py pytouhou/game/enemy.py pytouhou/game/face.py pytouhou/game/game.py pytouhou/game/item.py pytouhou/game/laser.py pytouhou/game/orb.py pytouhou/game/player.py pytouhou/game/sprite.py pytouhou/game/text.py pytouhou/games/eosd.py pytouhou/ui/anmrenderer.py pytouhou/ui/gamerenderer.pyx pytouhou/ui/gamerunner.py pytouhou/ui/renderer.pyx pytouhou/ui/sprite.pyx pytouhou/vm/anmrunner.py pytouhou/vm/eclrunner.py |
diffstat | 19 files changed, 247 insertions(+), 240 deletions(-) [+] |
line wrap: on
line diff
--- a/pytouhou/game/bullet.pyx +++ b/pytouhou/game/bullet.pyx @@ -25,7 +25,8 @@ 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 _game, _bullet_type + cdef public object sprite, anmrunner, removed, was_visible cdef public object attributes, damage, hitbox_half_size, speed_interpolator, grazed cdef public object x, y #TODO @@ -33,12 +34,12 @@ cdef class Bullet(object): 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 + self.sprite = None + self.anmrunner = None + self.removed = False + self.was_visible = True if hitbox: self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.) @@ -76,22 +77,22 @@ cdef class Bullet(object): 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, + 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() + self.anmrunner.run_frame() else: self.launch() if self.player_bullet: - self._sprite.angle = angle - pi + self.sprite.angle = angle - pi else: - self._sprite.angle = angle + self.sprite.angle = angle cpdef is_visible(Bullet self, screen_width, screen_height): - tx, ty, tw, th = self._sprite.texcoords + tx, ty, tw, th = self.sprite.texcoords x, y = self.x, self.y max_x = tw / 2. @@ -110,14 +111,14 @@ cdef class Bullet(object): self.sprite_idx_offset = sprite_idx_offset bt = self._bullet_type - self._sprite = Sprite() + self.sprite = Sprite() if self.player_bullet: - self._sprite.angle = self.angle - pi + 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() + 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(Bullet self): @@ -137,14 +138,14 @@ cdef class Bullet(object): def cancel(Bullet self): # Cancel animation bt = self._bullet_type - self._sprite = Sprite() + self.sprite = Sprite() if self.player_bullet: - self._sprite.angle = self.angle - pi + 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.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 @@ -159,14 +160,14 @@ cdef class Bullet(object): def update(Bullet self): - if self._anmrunner is not None and not self._anmrunner.run_frame(): + 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 + self.removed = True else: - self._anmrunner = None + self.anmrunner = None if self._state == LAUNCHING: pass @@ -184,9 +185,9 @@ cdef class Bullet(object): 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 + 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: @@ -197,9 +198,9 @@ cdef class Bullet(object): 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 + 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: @@ -222,9 +223,9 @@ cdef class Bullet(object): 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 + 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, @@ -249,22 +250,22 @@ cdef class Bullet(object): # Filter out-of-screen bullets and handle special flags if self.flags & 448: - self._was_visible = False + self.was_visible = False elif self.is_visible(self._game.width, self._game.height): - self._was_visible = True - elif self._was_visible: - self._removed = True + self.was_visible = True + elif self.was_visible: + self.removed = True if self.flags & (1024 | 2048) and self.attributes[0] > 0: # Bounce! if self.x < 0 or self.x > self._game.width: self.angle = pi - self.angle - self._removed = False + self.removed = False if self.y < 0 or ((self.flags & 1024) and self.y > self._game.height): self.angle = -self.angle - self._removed = False - self._sprite.angle = self.angle - if self._sprite.automatic_orientation: - self._sprite._changed = True + self.removed = False + self.sprite.angle = self.angle + if self.sprite.automatic_orientation: + self.sprite.changed = True self.dx = cos(self.angle) * self.speed self.dy = sin(self.angle) * self.speed self.attributes[0] -= 1
--- a/pytouhou/game/effect.py +++ b/pytouhou/game/effect.py @@ -22,35 +22,37 @@ from math import pi class Effect(object): def __init__(self, pos, index, anm_wrapper): - self._sprite = Sprite() - self._anmrunner = ANMRunner(anm_wrapper, index, self._sprite) - self._anmrunner.run_frame() - self._removed = False + self.sprite = Sprite() + self.anmrunner = ANMRunner(anm_wrapper, index, self.sprite) + self.anmrunner.run_frame() + self.removed = False self.x, self.y = pos def update(self): - if self._anmrunner and not self._anmrunner.run_frame(): - self._anmrunner = None + if self.anmrunner and not self.anmrunner.run_frame(): + self.anmrunner = None - if self._sprite: - if self._sprite._removed: - self._sprite = None + if self.sprite: + if self.sprite.removed: + self.sprite = None + class Particle(object): def __init__(self, start_pos, index, anm_wrapper, size, amp, game): - self._sprite = Sprite() - self._sprite.anm, self._sprite.texcoords = anm_wrapper.get_sprite(index) self._game = game - self._removed = False + + self.sprite = Sprite() + self.sprite.anm, self.sprite.texcoords = anm_wrapper.get_sprite(index) + self.removed = False self.x, self.y = start_pos self.frame = 0 - self._sprite.alpha = 128 - self._sprite.blendfunc = 1 - self._sprite.rescale = (size, size) + self.sprite.alpha = 128 + self.sprite.blendfunc = 1 + self.sprite.rescale = (size, size) self.pos_interpolator = None self.scale_interpolator = None @@ -65,9 +67,9 @@ class Particle(object): self.pos_interpolator = Interpolator((self.x, self.y), 0, end_pos, 24, formula=(lambda x: 2. * x - x ** 2)) - self.scale_interpolator = Interpolator(self._sprite.rescale, 0, + self.scale_interpolator = Interpolator(self.sprite.rescale, 0, (0., 0.), 24) - self.rotations_interpolator = Interpolator(self._sprite.rotations_3d, 0, + self.rotations_interpolator = Interpolator(self.sprite.rotations_3d, 0, (0., 0., 2*pi), 24) @@ -80,14 +82,15 @@ class Particle(object): self.x, self.y = self.pos_interpolator.values self.scale_interpolator.update(self.frame) - self._sprite.rescale = self.scale_interpolator.values + self.sprite.rescale = self.scale_interpolator.values self.rotations_interpolator.update(self.frame) - self._sprite.rotations_3d = self.rotations_interpolator.values + self.sprite.rotations_3d = self.rotations_interpolator.values - self._sprite._changed = True + self.sprite.changed = True if self.frame == 24: - self._removed = True + self.removed = True self.frame += 1 +
--- a/pytouhou/game/enemy.py +++ b/pytouhou/game/enemy.py @@ -26,14 +26,15 @@ class Enemy(object): def __init__(self, pos, life, _type, bonus_dropped, die_score, anm_wrapper, game): self._game = game self._anm_wrapper = anm_wrapper - self._sprite = None - self._anmrunner = None - self._removed = False - self._visible = True self._type = _type - self._bonus_dropped = bonus_dropped - self._die_score = die_score #TODO: use it - self._was_visible = False + + self.sprite = None + self.anmrunner = None + self.removed = False + self.visible = True + self.was_visible = False + self.bonus_dropped = bonus_dropped + self.die_score = die_score #TODO: use it self.frame = 0 @@ -192,9 +193,9 @@ class Enemy(object): def set_anim(self, index): - self._sprite = Sprite() - self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) - self._anmrunner.run_frame() + self.sprite = Sprite() + self.anmrunner = ANMRunner(self._anm_wrapper, index, self.sprite) + self.anmrunner.run_frame() def die_anim(self): @@ -244,9 +245,9 @@ class Enemy(object): def is_visible(self, screen_width, screen_height): - if self._sprite: - tx, ty, tw, th = self._sprite.texcoords - if self._sprite.corner_relative_placement: + 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. @@ -381,15 +382,15 @@ class Enemy(object): self.x, self.y = x, y #TODO - if self._anmrunner and not self._anmrunner.run_frame(): - self._anmrunner = None + if self.anmrunner and not self.anmrunner.run_frame(): + self.anmrunner = None - if self._sprite and self._visible: - if self._sprite._removed: - self._sprite = None + if self.sprite and self.visible: + if self.sprite.removed: + self.sprite = None else: - self._sprite.update_orientation(self.angle, - self.automatic_orientation) + self.sprite.update_orientation(self.angle, + self.automatic_orientation) if self.bullet_launch_interval != 0:
--- a/pytouhou/game/face.py +++ b/pytouhou/game/face.py @@ -18,12 +18,12 @@ from pytouhou.vm.anmrunner import ANMRun class Face(object): - __slots__ = ('_anm_wrapper', '_sprite', '_anmrunner', 'side', 'x', 'y') + __slots__ = ('_anm_wrapper', 'sprite', 'anmrunner', 'side', 'x', 'y') def __init__(self, anm_wrapper, effect, side): self._anm_wrapper = anm_wrapper - self._sprite = Sprite() - self._anmrunner = ANMRunner(anm_wrapper, side * 2, self._sprite) + self.sprite = Sprite() + self.anmrunner = ANMRunner(anm_wrapper, side * 2, self.sprite) self.side = side self.load(0) self.animate(effect) @@ -31,17 +31,18 @@ class Face(object): #FIXME: the same as game.effect. self.x = -32 self.y = -16 - self._sprite.allow_dest_offset = True + self.sprite.allow_dest_offset = True def animate(self, effect): - self._anmrunner.interrupt(effect) + self.anmrunner.interrupt(effect) def load(self, index): - self._sprite.anm, self._sprite.texcoords = self._anm_wrapper.get_sprite(self.side * 8 + index) - self._anmrunner.run_frame() + self.sprite.anm, self.sprite.texcoords = self._anm_wrapper.get_sprite(self.side * 8 + index) + self.anmrunner.run_frame() def update(self): - self._anmrunner.run_frame() + self.anmrunner.run_frame() +
--- a/pytouhou/game/game.py +++ b/pytouhou/game/game.py @@ -106,7 +106,7 @@ class Game(object): def enable_effect(self): self.effect = Effect((-32., -16.), 0, self.effect_anm_wrapper) #TODO: find why this offset is necessary. - self.effect._sprite.allow_dest_offset = True #TODO: should be the role of anm’s 25th instruction. Investigate! + self.effect.sprite.allow_dest_offset = True #TODO: should be the role of anm’s 25th instruction. Investigate! def disable_effect(self): @@ -168,11 +168,11 @@ class Game(object): self.modify_difficulty(+100) # 2. Filter out destroyed enemies - self.enemies = [enemy for enemy in self.enemies if not enemy._removed] - self.effects = [effect for effect in self.effects if not effect._removed] - self.bullets = [bullet for bullet in self.bullets if not bullet._removed] - self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet._removed] - self.items = [item for item in self.items if not item._removed] + self.enemies = [enemy for enemy in self.enemies if not enemy.removed] + self.effects = [effect for effect in self.effects if not effect.removed] + self.bullets = [bullet for bullet in self.bullets if not bullet.removed] + self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets if not bullet.removed] + self.items = [item for item in self.items if not item.removed] # 3. Let's play! @@ -327,27 +327,27 @@ class Game(object): # Filter out non-visible enemies for enemy in self.enemies: if enemy.is_visible(self.width, self.height): - enemy._was_visible = True - elif enemy._was_visible: + enemy.was_visible = True + elif enemy.was_visible: # Filter out-of-screen enemy - enemy._removed = True + enemy.removed = True - self.enemies = [enemy for enemy in self.enemies if not enemy._removed] + self.enemies = [enemy for enemy in self.enemies if not enemy.removed] # Filter out-of-scren bullets self.bullets = [bullet for bullet in self.bullets - if not bullet._removed] + if not bullet.removed] self.players_bullets = [bullet for bullet in self.players_bullets - if not bullet._removed] + if not bullet.removed] for i, laser in enumerate(self.players_lasers): - if laser and laser._removed: + if laser and laser.removed: self.players_lasers[i] = None self.cancelled_bullets = [bullet for bullet in self.cancelled_bullets - if not bullet._removed] - self.effects = [effect for effect in self.effects if not effect._removed] + if not bullet.removed] + self.effects = [effect for effect in self.effects if not effect.removed] # Filter “timed-out” lasers - self.lasers = [laser for laser in self.lasers if not laser._removed] + self.lasers = [laser for laser in self.lasers if not laser.removed] # Filter out-of-scren items items = [] @@ -359,6 +359,6 @@ class Game(object): self.items = items # Disable boss mode if it is dead/it has timeout - if self.boss and self.boss._enemy._removed: + if self.boss and self.boss._enemy.removed: self.boss = None
--- a/pytouhou/game/item.py +++ b/pytouhou/game/item.py @@ -21,8 +21,8 @@ from pytouhou.utils.interpolator import class Item(object): def __init__(self, start_pos, _type, item_type, game, angle=pi/2, player=None, end_pos=None): self._game = game - self._sprite = item_type.sprite - self._removed = False + self.sprite = item_type.sprite + self.removed = False self._type = _type self._item_type = item_type @@ -45,7 +45,7 @@ class Item(object): self.speed_interpolator = Interpolator((-2.,), 0, (0.,), 60) - self._sprite.angle = angle + self.sprite.angle = angle def autocollect(self, player): @@ -115,7 +115,7 @@ class Item(object): #TODO: display the score. player_state.score += score - self._removed = True + self.removed = True def update(self):
--- a/pytouhou/game/laser.py +++ b/pytouhou/game/laser.py @@ -24,10 +24,10 @@ STARTING, STARTED, STOPPING = range(3) class LaserLaunchAnim(object): def __init__(self, laser, anm_wrapper, index): self._laser = laser - self._sprite = Sprite() - self._sprite.anm, self._sprite.texcoords = anm_wrapper.get_sprite(index) - self._sprite.blendfunc = 1 - self._removed = False + self.sprite = Sprite() + self.sprite.anm, self.sprite.texcoords = anm_wrapper.get_sprite(index) + self.sprite.blendfunc = 1 + self.removed = False self.x, self.y = 0, 0 @@ -41,11 +41,11 @@ class LaserLaunchAnim(object): self.y = laser.base_pos[1] + offset * dy scale = laser.width / 10. - (offset - laser.start_offset) - self._sprite.rescale = (scale, scale) - self._sprite._changed = True + self.sprite.rescale = (scale, scale) + self.sprite.changed = True - if laser._removed or scale <= 0.: - self._removed = True + if laser.removed or scale <= 0.: + self.removed = True @@ -60,11 +60,11 @@ class Laser(object): laser_type.launch_anim_offsets[sprite_idx_offset] + laser_type.launch_sprite_idx) self._game.effects.append(launch_anim) - self._sprite = None - self._anmrunner = None - self._removed = False self._laser_type = laser_type self.state = STARTING + self.sprite = None + self.anmrunner = None + self.removed = False #TODO: hitbox @@ -93,11 +93,11 @@ class Laser(object): self.sprite_idx_offset = sprite_idx_offset lt = self._laser_type - self._sprite = Sprite() - self._sprite.angle = self.angle - self._anmrunner = ANMRunner(lt.anm_wrapper, lt.anim_index, - self._sprite, self.sprite_idx_offset) - self._anmrunner.run_frame() + self.sprite = Sprite() + self.sprite.angle = self.angle + self.anmrunner = ANMRunner(lt.anm_wrapper, lt.anim_index, + self.sprite, self.sprite_idx_offset) + self.anmrunner.run_frame() def _check_collision(self, point, border_size): @@ -158,8 +158,8 @@ class Laser(object): def update(self): - if self._anmrunner is not None and not self._anmrunner.run_frame(): - self._anmrunner = None + if self.anmrunner is not None and not self.anmrunner.run_frame(): + self.anmrunner = None self.end_offset += self.speed @@ -178,17 +178,17 @@ class Laser(object): if self.state == STOPPING: if self.frame == self.stop_duration: width = 0. - self._removed = True + self.removed = True else: width = self.width * (1. - float(self.frame) / self.stop_duration) #TODO offset = self.end_offset - length / 2. self.x, self.y = self.base_pos[0] + offset * cos(self.angle), self.base_pos[1] + offset * sin(self.angle) - self._sprite.width_override = width or 0.01 #TODO - self._sprite.height_override = length or 0.01 #TODO + self.sprite.width_override = width or 0.01 #TODO + self.sprite.height_override = length or 0.01 #TODO - self._sprite.update_orientation(pi/2. - self.angle, True) - self._sprite._changed = True #TODO + self.sprite.update_orientation(pi/2. - self.angle, True) + self.sprite.changed = True #TODO self.frame += 1 @@ -196,9 +196,9 @@ class Laser(object): class PlayerLaser(object): def __init__(self, laser_type, sprite_idx_offset, hitbox, damage, angle, offset, duration, origin): - self._sprite = None - self._anmrunner = None - self._removed = False + self.sprite = None + self.anmrunner = None + self.removed = False self._laser_type = laser_type self.origin = origin @@ -230,28 +230,28 @@ class PlayerLaser(object): self.sprite_idx_offset = sprite_idx_offset lt = self._laser_type - self._sprite = Sprite() - self._anmrunner = ANMRunner(lt.anm_wrapper, lt.anim_index, - self._sprite, self.sprite_idx_offset) - #self._sprite.blendfunc = 1 #XXX - self._anmrunner.run_frame() + self.sprite = Sprite() + self.anmrunner = ANMRunner(lt.anm_wrapper, lt.anim_index, + self.sprite, self.sprite_idx_offset) + #self.sprite.blendfunc = 1 #XXX + self.anmrunner.run_frame() def cancel(self): - self._anmrunner.interrupt(1) + self.anmrunner.interrupt(1) def update(self): - if self._anmrunner is not None and not self._anmrunner.run_frame(): - self._anmrunner = None - self._removed = True + if self.anmrunner is not None and not self.anmrunner.run_frame(): + self.anmrunner = None + self.removed = True length = self.origin.y if self.frame == self.duration: self.cancel() - self._sprite.height_override = length or 0.01 #TODO - self._sprite._changed = True #TODO + self.sprite.height_override = length or 0.01 #TODO + self.sprite.changed = True #TODO self.frame += 1
--- a/pytouhou/game/orb.py +++ b/pytouhou/game/orb.py @@ -18,13 +18,13 @@ from pytouhou.vm.anmrunner import ANMRun class Orb(object): - __slots__ = ('_sprite', '_anmrunner', 'offset_x', 'offset_y', 'player_state', + __slots__ = ('sprite', 'anmrunner', 'offset_x', 'offset_y', 'player_state', 'fire') def __init__(self, anm_wrapper, index, player_state, fire_func): - self._sprite = Sprite() - self._anmrunner = ANMRunner(anm_wrapper, index, self._sprite) - self._anmrunner.run_frame() + self.sprite = Sprite() + self.anmrunner = ANMRunner(anm_wrapper, index, self.sprite) + self.anmrunner.run_frame() self.offset_x = 0 self.offset_y = 0 @@ -44,4 +44,5 @@ class Orb(object): def update(self): - self._anmrunner.run_frame() + self.anmrunner.run_frame() +
--- a/pytouhou/game/player.py +++ b/pytouhou/game/player.py @@ -48,9 +48,9 @@ class PlayerState(object): class Player(object): def __init__(self, state, game, anm_wrapper): - self._sprite = None - self._anmrunner = None self._game = game + self.sprite = None + self.anmrunner = None self.anm_wrapper = anm_wrapper self.speeds = (self.sht.horizontal_vertical_speed, @@ -86,9 +86,9 @@ class Player(object): def set_anim(self, index): - self._sprite = Sprite() - self._anmrunner = ANMRunner(self.anm_wrapper, index, self._sprite) - self._anmrunner.run_frame() + self.sprite = Sprite() + self.anmrunner = ANMRunner(self.anm_wrapper, index, self.sprite) + self.anmrunner.run_frame() def collide(self): @@ -193,11 +193,11 @@ class Player(object): m = self.state.invulnerable_time % 8 if m == 0: - self._sprite.color = (255, 255, 255) - self._sprite._changed = True + self.sprite.color = (255, 255, 255) + self.sprite.changed = True elif m == 2: - self._sprite.color = (64, 64, 64) - self._sprite._changed = True + self.sprite.color = (64, 64, 64) + self.sprite.changed = True if keystate & 1 and self.fire_time == 0: self.fire_time = 30 @@ -224,31 +224,31 @@ class Player(object): self._game.prng.rand_double() * 192 - 64)) elif time == 7: - self._sprite.mirrored = False - self._sprite.blendfunc = 0 - self._sprite.rescale = 0.75, 1.5 - self._sprite.fade(26, 96, lambda x: x) - self._sprite.scale_in(26, 0.00, 2.5, lambda x: x) + self.sprite.mirrored = False + self.sprite.blendfunc = 0 + self.sprite.rescale = 0.75, 1.5 + self.sprite.fade(26, 96, lambda x: x) + self.sprite.scale_in(26, 0.00, 2.5, lambda x: x) elif time == 32: self.state.x = float(self._game.width) / 2. #TODO self.state.y = float(self._game.width) #TODO self.direction = None - self._sprite = Sprite() - self._anmrunner = ANMRunner(self.anm_wrapper, 0, self._sprite) - self._sprite.alpha = 128 - self._sprite.rescale = 0.0, 2.5 - self._sprite.fade(30, 255, lambda x: x) - self._sprite.blendfunc = 1 - self._sprite.scale_in(30, 1., 1., lambda x: x) - self._anmrunner.run_frame() + self.sprite = Sprite() + self.anmrunner = ANMRunner(self.anm_wrapper, 0, self.sprite) + self.sprite.alpha = 128 + self.sprite.rescale = 0.0, 2.5 + self.sprite.fade(30, 255, lambda x: x) + self.sprite.blendfunc = 1 + self.sprite.scale_in(30, 1., 1., lambda x: x) + self.anmrunner.run_frame() elif time == 61: # respawned self.state.touchable = True self.state.invulnerable_time = 240 - self._sprite.blendfunc = 0 - self._sprite._changed = True + self.sprite.blendfunc = 0 + self.sprite.changed = True if time > 30: for bullet in self._game.bullets: @@ -259,5 +259,5 @@ class Player(object): if time > 90: # start the bullet hell again self.death_time = 0 - self._anmrunner.run_frame() + self.anmrunner.run_frame()
--- a/pytouhou/game/sprite.py +++ b/pytouhou/game/sprite.py @@ -17,7 +17,7 @@ from pytouhou.utils.interpolator import class Sprite(object): - __slots__ = ('anm', '_removed', '_changed', 'width_override', 'height_override', + __slots__ = ('anm', 'removed', 'changed', 'width_override', 'height_override', 'angle', 'force_rotation', 'scale_interpolator', 'fade_interpolator', 'offset_interpolator', 'automatic_orientation', 'blendfunc', 'texcoords', 'dest_offset', 'allow_dest_offset', 'texoffsets', @@ -26,8 +26,8 @@ class Sprite(object): 'color', 'alpha', 'visible', '_rendering_data') def __init__(self, width_override=0, height_override=0): self.anm = None - self._removed = False - self._changed = True + self.removed = False + self.changed = True self.visible = True self.width_override = width_override @@ -82,5 +82,5 @@ class Sprite(object): if (self.angle != angle_base or self.force_rotation != force_rotation): self.angle = angle_base self.force_rotation = force_rotation - self._changed = True + self.changed = True
--- a/pytouhou/game/text.py +++ b/pytouhou/game/text.py @@ -20,19 +20,19 @@ from pytouhou.vm.anmrunner import ANMRun class Glyph(object): def __init__(self, sprite, pos): - self._sprite = sprite - self._removed = False + self.sprite = sprite + self.removed = False self.x, self.y = pos class Text(object): def __init__(self, pos, text, front_wrapper, ascii_wrapper): - self._sprite = Sprite() - self._anmrunner = ANMRunner(front_wrapper, 22, self._sprite) - self._anmrunner.run_frame() - self._removed = False - self._changed = True + self.sprite = Sprite() + self.anmrunner = ANMRunner(front_wrapper, 22, self.sprite) + self.anmrunner.run_frame() + self.removed = False + self.changed = True self.text = '' self.glyphes = [] @@ -63,16 +63,16 @@ class Text(object): self.glyphes[:] = self.glyphes[:len(text)] for glyph, character in zip(self.glyphes, text): - glyph._sprite.anm, glyph._sprite.texcoords = self.ascii_wrapper.get_sprite(ord(character) - 21) - glyph._sprite._changed = True + glyph.sprite.anm, glyph.sprite.texcoords = self.ascii_wrapper.get_sprite(ord(character) - 21) + glyph.sprite.changed = True self.text = text - self._changed = True + self.changed = True def update(self): - if self._changed: - if self._anmrunner and not self._anmrunner.run_frame(): - self._anmrunner = None - self._changed = False + if self.changed: + if self.anmrunner and not self.anmrunner.run_frame(): + self.anmrunner = None + self.changed = False
--- a/pytouhou/games/eosd.py +++ b/pytouhou/games/eosd.py @@ -109,7 +109,7 @@ class EoSDInterface(Game): [Effect((0, 0), 5, front)] + [Effect((0, 0), i, front) for i in range(5) + range(9, 16)]) for item in self.items: - item._sprite.allow_dest_offset = True #XXX + item.sprite.allow_dest_offset = True #XXX self.labels = { 'highscore': Text((500, 58), '0', front, ascii_wrapper),
--- a/pytouhou/ui/anmrenderer.py +++ b/pytouhou/ui/anmrenderer.py @@ -122,19 +122,19 @@ class ANMRenderer(pyglet.window.Window, if modifiers & pyglet.window.key.MOD_SHIFT: interrupt += 12 if not self.sprites: - self._anmrunner.interrupt(interrupt) + self.anmrunner.interrupt(interrupt) def load(self, index=None): if index is None: index = self.num - self._sprite = Sprite() + self.sprite = Sprite() if self.sprites: - self._sprite.anm, self._sprite.texcoords = self._anm_wrapper.get_sprite(index) + self.sprite.anm, self.sprite.texcoords = self._anm_wrapper.get_sprite(index) print('Loaded sprite %d' % index) else: - self._anmrunner = ANMRunner(self._anm_wrapper, index, self._sprite) - print('Loading anim %d, handled events: %r' % (index, self._anmrunner.script.interrupts.keys())) + self.anmrunner = ANMRunner(self._anm_wrapper, index, self.sprite) + print('Loading anim %d, handled events: %r' % (index, self.anmrunner.script.interrupts.keys())) self.num = index @@ -169,13 +169,13 @@ class ANMRenderer(pyglet.window.Window, def update(self): if not self.sprites: - self._anmrunner.run_frame() + self.anmrunner.run_frame() if self.force_allow_dest_offset: - self._sprite.allow_dest_offset = True + self.sprite.allow_dest_offset = True glClearColor(*self.clear_color) glClear(GL_COLOR_BUFFER_BIT) - if not self._sprite._removed: + if not self.sprite.removed: self.render_elements([self])
--- a/pytouhou/ui/gamerenderer.pyx +++ b/pytouhou/ui/gamerenderer.pyx @@ -80,8 +80,8 @@ cdef class GameRenderer(Renderer): self.setup_camera(0, 0, 1) glDisable(GL_FOG) - self.render_elements(chain(*(enemy.objects() for enemy in game.enemies if enemy._visible))) - self.render_elements(enemy for enemy in game.enemies if enemy._visible) + self.render_elements(chain(*(enemy.objects() for enemy in game.enemies if enemy.visible))) + self.render_elements(enemy for enemy in game.enemies if enemy.visible) self.render_elements(game.effects) self.render_elements(chain(game.players_bullets, game.lasers_sprites(),
--- a/pytouhou/ui/gamerunner.py +++ b/pytouhou/ui/gamerunner.py @@ -168,7 +168,7 @@ class GameRunner(pyglet.window.Window, G gluOrtho2D(0., float(self.width), float(self.height), 0.) glViewport(0, 0, self.width, self.height) - items = [item for item in interface.items if item._anmrunner and item._anmrunner._running] + items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] labels = interface.labels if items: # Force rendering of labels @@ -178,7 +178,7 @@ class GameRunner(pyglet.window.Window, G else: self.render_elements(chain(*(label.objects() for label in labels.itervalues() - if label._changed))) + if label.changed))) for label in interface.labels.itervalues(): - label._changed = False + label.changed = False
--- a/pytouhou/ui/renderer.pyx +++ b/pytouhou/ui/renderer.pyx @@ -50,7 +50,7 @@ cdef class Renderer: if nb_vertices >= MAX_ELEMENTS - 4: break - sprite = element._sprite + sprite = element.sprite if sprite and sprite.visible: ox, oy = element.x, element.y key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
--- a/pytouhou/ui/sprite.pyx +++ b/pytouhou/ui/sprite.pyx @@ -21,7 +21,7 @@ from pytouhou.utils.matrix cimport Matri cpdef object get_sprite_rendering_data(object sprite): cdef Matrix vertmat - if not sprite._changed: + if not sprite.changed: return sprite._rendering_data vertmat = Matrix([[-.5, .5, .5, -.5], @@ -70,7 +70,7 @@ cpdef object get_sprite_rendering_data(o r, g, b = sprite.color values = ((x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4)), uvs, [r, g, b, sprite.alpha] * 4 sprite._rendering_data = key, values - sprite._changed = False + sprite.changed = False return sprite._rendering_data
--- a/pytouhou/vm/anmrunner.py +++ b/pytouhou/vm/anmrunner.py @@ -23,7 +23,7 @@ logger = get_logger(__name__) class ANMRunner(object): __metaclass__ = MetaRegistry - __slots__ = ('_anm_wrapper', '_sprite', '_running', + __slots__ = ('_anm_wrapper', '_sprite', 'running', 'sprite_index_offset', 'script', 'instruction_pointer', 'frame', 'waiting') @@ -32,7 +32,7 @@ class ANMRunner(object): def __init__(self, anm_wrapper, script_id, sprite, sprite_index_offset=0): self._anm_wrapper = anm_wrapper self._sprite = sprite - self._running = True + self.running = True self.waiting = False anm, self.script = anm_wrapper.get_script(script_id) @@ -56,12 +56,12 @@ class ANMRunner(object): def run_frame(self): - if not self._running: + if not self.running: return False sprite = self._sprite - while self._running and not self.waiting: + while self.running and not self.waiting: frame, opcode, args = self.script[self.instruction_pointer] if frame > self.frame: @@ -76,7 +76,7 @@ class ANMRunner(object): logger.warn('unhandled opcode %d (args: %r)', opcode, args) else: callback(self, *args) - sprite._changed = True + sprite.changed = True if not self.waiting: self.frame += 1 @@ -88,36 +88,36 @@ class ANMRunner(object): ax, ay, az = sprite.rotations_3d sax, say, saz = sprite.rotations_speed_3d sprite.rotations_3d = ax + sax, ay + say, az + saz - sprite._changed = True + sprite.changed = True if sprite.scale_speed != (0., 0.): rx, ry = sprite.rescale rsx, rsy = sprite.scale_speed sprite.rescale = rx + rsx, ry + rsy - sprite._changed = True + sprite.changed = True if sprite.fade_interpolator: sprite.fade_interpolator.update(sprite.frame) sprite.alpha = int(sprite.fade_interpolator.values[0]) - sprite._changed = True + sprite.changed = True if sprite.scale_interpolator: sprite.scale_interpolator.update(sprite.frame) sprite.rescale = sprite.scale_interpolator.values - sprite._changed = True + sprite.changed = True if sprite.offset_interpolator: sprite.offset_interpolator.update(sprite.frame) sprite.dest_offset = sprite.offset_interpolator.values - sprite._changed = True + sprite.changed = True - return self._running + return self.running @instruction(0) def remove(self): - self._sprite._removed = True - self._running = False + self._sprite.removed = True + self.running = False @instruction(1) @@ -185,7 +185,7 @@ class ANMRunner(object): @instruction(15) def keep_still(self): - self._running = False + self.running = False @instruction(16) def load_random_sprite(self, min_idx, amp):
--- a/pytouhou/vm/eclrunner.py +++ b/pytouhou/vm/eclrunner.py @@ -164,10 +164,10 @@ class ECLRunner(object): enm.die_anim() if death_flags < 4: - if enm._bonus_dropped > -1: + if enm.bonus_dropped > -1: enm.drop_particles(7, 0) - self._game.drop_bonus(enm.x, enm.y, enm._bonus_dropped) - elif enm._bonus_dropped == -1: + self._game.drop_bonus(enm.x, enm.y, enm.bonus_dropped) + elif enm.bonus_dropped == -1: if self._game.deaths_count % 3 == 0: enm.drop_particles(10, 0) self._game.drop_bonus(enm.x, enm.y, self._game.bonus_list[self._game.next_bonus]) @@ -179,7 +179,7 @@ class ECLRunner(object): enm.drop_particles(4, 0) if death_flags == 0: - enm._removed = True + enm.removed = True return if death_flags == 1: @@ -214,7 +214,7 @@ class ECLRunner(object): def run_iteration(self): # First, if enemy is dead, return - if self._enemy._removed: + if self._enemy.removed: return False # Then, check for callbacks @@ -309,7 +309,7 @@ class ECLRunner(object): @instruction(1) def destroy(self, arg): #TODO: arg? - self._enemy._removed = True + self._enemy.removed = True @instruction(2) @@ -1103,17 +1103,17 @@ class ECLRunner(object): @instruction(128) def interrupt(self, event): - self._enemy._anmrunner.interrupt(event) + self._enemy.anmrunner.interrupt(event) @instruction(129) def interrupt_aux(self, number, event): - self._enemy.aux_anm[number]._anmrunner.interrupt(event) + self._enemy.aux_anm[number].anmrunner.interrupt(event) @instruction(132) def set_visible(self, value): - self._enemy._visible = not bool(value) + self._enemy.visible = not bool(value) @instruction(131)