annotate pytouhou/game/bullet.py @ 220:0595315d3880

Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 18 Dec 2011 14:14:32 +0100
parents ee0bbde02c48
children 8843e26f80c3
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15 from math import cos, sin, atan2, pi
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16
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17 from pytouhou.utils.interpolator import Interpolator
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18 from pytouhou.vm.anmrunner import ANMRunner
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19 from pytouhou.game.sprite import Sprite
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20
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21
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22 class Bullet(object):
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23 def __init__(self, pos, bullet_type, sprite_idx_offset,
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24 angle, speed, attributes, flags, player, game,
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25 player_bullet=False, damage=0, hitbox=None):
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26 self._game = game
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27 self._sprite = None
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28 self._anmrunner = None
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29 self._removed = False
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30 self._launched = False
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31 self._bullet_type = bullet_type
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32
220
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33 if hitbox:
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34 self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.)
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35 else:
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36 self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.)
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37
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38 self.speed_interpolator = None
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39 self.frame = 0
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40 self.grazed = False
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41
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42 self.player = player
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43
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44 self.sprite_idx_offset = sprite_idx_offset
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45
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46 self.flags = flags
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47 self.attributes = list(attributes)
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48
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49 self.x, self.y = pos
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50 self.angle = angle
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51 self.speed = speed
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52 dx, dy = cos(angle) * speed, sin(angle) * speed
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53 self.delta = dx, dy
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54
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55 self.player_bullet = player_bullet
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56 self.damage = damage
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57
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58 #TODO
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59 if flags & 14:
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60 if flags & 2:
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61 index = bullet_type.launch_anim2_index
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62 launch_mult = bullet_type.launch_anim_penalties[0]
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63 elif flags & 4:
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64 index = bullet_type.launch_anim4_index
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65 launch_mult = bullet_type.launch_anim_penalties[1]
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66 else:
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67 index = bullet_type.launch_anim8_index
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68 launch_mult = bullet_type.launch_anim_penalties[2]
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69 self.launch_delta = dx * launch_mult, dy * launch_mult
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70 self._sprite = Sprite()
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71 self._anmrunner = ANMRunner(bullet_type.anm_wrapper,
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72 index, self._sprite,
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73 bullet_type.launch_anim_offsets[sprite_idx_offset])
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74 self._anmrunner.run_frame()
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75 else:
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76 self.launch()
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77
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78 if self.player_bullet:
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79 self._sprite.angle = angle - pi
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80 else:
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81 self._sprite.angle = angle
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82
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83
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84 def is_visible(self, screen_width, screen_height):
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85 tx, ty, tw, th = self._sprite.texcoords
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86 x, y = self.x, self.y
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87
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88 max_x = tw / 2.
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89 max_y = th / 2.
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90
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91 if (max_x < x - screen_width
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92 or max_x < -x
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93 or max_y < y - screen_height
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94 or max_y < -y):
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95 return False
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96 return True
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97
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98
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99 def set_anim(self, sprite_idx_offset=None):
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100 if sprite_idx_offset is not None:
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101 self.sprite_idx_offset = sprite_idx_offset
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102
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103 bt = self._bullet_type
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104 self._sprite = Sprite()
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105 if self.player_bullet:
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106 self._sprite.angle = self.angle - pi
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107 else:
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108 self._sprite.angle = self.angle
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109 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index,
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110 self._sprite, self.sprite_idx_offset)
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111 self._anmrunner.run_frame()
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112
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113
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114 def launch(self):
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115 self._launched = True
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116 self.update = self.update_full
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117 self.set_anim()
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118 if self.flags & 1:
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119 self.speed_interpolator = Interpolator((self.speed + 5.,), 0,
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120 (self.speed,), 16)
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121
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122
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123 def collide(self):
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124 self.cancel()
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125
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126
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127 def cancel(self):
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128 # Cancel animation
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129 bt = self._bullet_type
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130 self._sprite = Sprite()
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131 if self.player_bullet:
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132 self._sprite.angle = self.angle - pi
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133 else:
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134 self._sprite.angle = self.angle
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135 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index,
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136 self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset])
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137 self._anmrunner.run_frame()
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138 self.delta = self.delta[0] / 2., self.delta[1] / 2.
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139
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140 # Change update method
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141 self.update = self.update_cancel
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142
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143 # Do not use this one for collisions anymore
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144 if self.player_bullet:
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145 self._game.players_bullets.remove(self)
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146 else:
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147 self._game.bullets.remove(self)
161
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148 self._game.cancelled_bullets.append(self)
152
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149
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150
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151 def update(self):
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152 dx, dy = self.launch_delta
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153 self.x += dx
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154 self.y += dy
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155
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156 if not self._anmrunner.run_frame():
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157 self.launch()
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158
122
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159
161
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160 def update_cancel(self):
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161 dx, dy = self.delta
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162 self.x += dx
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163 self.y += dy
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164
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165 if not self._anmrunner.run_frame():
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166 self._removed = True
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167
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168
122
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169 def update_simple(self):
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170 dx, dy = self.delta
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171 self.x += dx
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172 self.y += dy
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173
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174
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175 def update_full(self):
120
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176 sprite = self._sprite
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177
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178 if self._anmrunner is not None and not self._anmrunner.run_frame():
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179 self._anmrunner = None
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180
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181 #TODO: flags
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182 x, y = self.x, self.y
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183 dx, dy = self.delta
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184
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185 if self.flags & 16:
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186 length, angle = self.attributes[4:6]
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187 angle = self.angle if angle < -900.0 else angle #TODO: is that right?
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188 dx, dy = dx + cos(angle) * length, dy + sin(angle) * length
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189 self.angle = sprite.angle = atan2(dy, dx)
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190 if sprite.automatic_orientation:
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191 sprite._changed = True
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192 self.delta = dx, dy
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193 if self.frame == self.attributes[0]: #TODO: include last frame, or not?
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194 self.flags ^= 16
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195 elif self.flags & 32:
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196 #TODO: check
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197 acceleration, angular_speed = self.attributes[4:6]
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198 self.speed += acceleration
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199 self.angle += angular_speed
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200 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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201 self.delta = dx, dy
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202 sprite.angle = self.angle
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203 if sprite.automatic_orientation:
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204 sprite._changed = True
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205 if self.frame == self.attributes[0]:
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206 self.flags ^= 32
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207 elif self.flags & 448:
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208 #TODO: check
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209 frame, count = self.attributes[0:2]
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210 angle, speed = self.attributes[4:6]
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211 if self.frame % frame == 0:
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212 count = count - 1
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213
124
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214 if self.frame != 0:
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215 self.speed = speed
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216
124
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217 if self.flags & 64:
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218 self.angle += angle
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219 elif self.flags & 128:
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220 self.angle = atan2(self.player.y - y, self.player.x - x) + angle
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221 elif self.flags & 256:
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222 self.angle = angle
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223
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224 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed
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225 self.delta = dx, dy
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226 sprite.angle = self.angle
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227 if sprite.automatic_orientation:
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228 sprite._changed = True
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229
127
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230 if count >= 0:
124
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231 self.speed_interpolator = Interpolator((self.speed,), self.frame,
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232 (0.,), self.frame + frame - 1)
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233 else:
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234 self.flags &= ~448
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235
89
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236 self.attributes[1] = count
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237 #TODO: other flags
122
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238 elif not self.speed_interpolator and self._anmrunner is None:
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239 self.update = self.update_simple
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240
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241 if self.speed_interpolator:
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242 self.speed_interpolator.update(self.frame)
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243 self.speed, = self.speed_interpolator.values
124
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244 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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diff changeset
245 self.delta = dx, dy
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246
84
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247 self.x, self.y = x + dx, y + dy
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248
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249 self.frame += 1
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250