annotate pytouhou/game/bullet.py @ 133:2cad2e84a49e

Add reading support for the MSG format.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 11 Sep 2011 07:34:34 -0700
parents 81e05aed8db5
children c7f0fd9d2145
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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_state):
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25 self._game_state = game_state
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26 self._sprite = None
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27 self._anmrunner = None
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28 self._removed = False
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29 self._launched = False
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30 self._bullet_type = bullet_type
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31
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32 self.speed_interpolator = None
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33 self.frame = 0
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34 self.grazed = False
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35
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36 self.player = player
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37
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38 self.sprite_idx_offset = sprite_idx_offset
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39
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40 self.flags = flags
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41 self.attributes = list(attributes)
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42
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43 self.x, self.y = pos
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44 self.angle = angle
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45 self.speed = speed
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46 dx, dy = cos(angle) * speed, sin(angle) * speed
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47 self.delta = dx, dy
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48
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49 #TODO
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50 if flags & 14:
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51 if flags & 2:
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52 index = bullet_type.launch_anim2_index
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53 launch_mult = bullet_type.launch_anim_penalties[0]
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54 elif flags & 4:
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55 index = bullet_type.launch_anim4_index
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56 launch_mult = bullet_type.launch_anim_penalties[1]
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57 else:
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58 index = bullet_type.launch_anim8_index
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59 launch_mult = bullet_type.launch_anim_penalties[2]
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60 self.launch_delta = dx * launch_mult, dy * launch_mult
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61 self._sprite = Sprite()
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62 self._anmrunner = ANMRunner(bullet_type.anm_wrapper,
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63 index, self._sprite,
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64 bullet_type.launch_anim_offsets[sprite_idx_offset])
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65 self._anmrunner.run_frame()
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66 else:
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67 self.launch()
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68
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69 self._sprite.angle = angle
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71
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72 def is_visible(self, screen_width, screen_height):
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73 tx, ty, tw, th = self._sprite.texcoords
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74 x, y = self.x, self.y
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75
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76 max_x = tw / 2.
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77 max_y = th / 2.
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78
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79 if (max_x < x - screen_width
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80 or max_x < -x
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81 or max_y < y - screen_height
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82 or max_y < -y):
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83 return False
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84 return True
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86
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87 def set_anim(self, sprite_idx_offset=None):
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88 if sprite_idx_offset is not None:
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89 self.sprite_idx_offset = sprite_idx_offset
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90
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91 bt = self._bullet_type
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92 self._sprite = Sprite()
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93 self._sprite.angle = self.angle
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94 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index,
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95 self._sprite, self.sprite_idx_offset)
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96 self._anmrunner.run_frame()
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97
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98
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99 def launch(self):
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100 self._launched = True
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101 self.update = self.update_full
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102 self.set_anim()
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103 if self.flags & 1:
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104 self.speed_interpolator = Interpolator((self.speed + 5.,), 0,
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105 (self.speed,), 16)
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106
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107
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108 def update(self):
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109 dx, dy = self.launch_delta
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110 self.x += dx
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111 self.y += dy
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112
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113 if not self._anmrunner.run_frame():
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114 self.launch()
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115
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116
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117 def update_simple(self):
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118 dx, dy = self.delta
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119 self.x += dx
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120 self.y += dy
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121
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122
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123 def update_full(self):
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124 sprite = self._sprite
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125
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126 if self._anmrunner is not None and not self._anmrunner.run_frame():
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127 self._anmrunner = None
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128
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129 #TODO: flags
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130 x, y = self.x, self.y
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131 dx, dy = self.delta
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132
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133 if self.flags & 16:
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134 frame, count = self.attributes[0:2]
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135 length, angle = self.attributes[4:6]
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136 angle = self.angle if angle < -900.0 else angle #TODO: is that right?
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137 dx, dy = dx + cos(angle) * length, dy + sin(angle) * length
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138 self.delta = dx, dy
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139 if self.frame == frame: #TODO: include last frame, or not?
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140 if count > 0:
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141 self.attributes[1] -= 1
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142 self.frame = 0
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143 else:
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144 self.flags ^= 16
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145 elif self.flags & 32:
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146 #TODO: check
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147 frame, count = self.attributes[0:2]
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148 acceleration, angular_speed = self.attributes[4:6]
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149 self.speed += acceleration
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150 self.angle += angular_speed
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151 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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152 self.delta = dx, dy
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153 sprite.angle = self.angle
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154 if sprite.automatic_orientation:
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155 sprite._changed = True
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156 if self.frame % frame == 0:
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157 if count >= 0:
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158 self.attributes[1] -= 1
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159 else:
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160 self.flags ^= 32
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161 elif self.flags & 448:
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162 #TODO: check
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163 frame, count = self.attributes[0:2]
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164 angle, speed = self.attributes[4:6]
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165 if self.frame % frame == 0:
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166 count = count - 1
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167
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168 if self.frame != 0:
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169 self.speed = speed
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170
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171 if self.flags & 64:
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172 self.angle += angle
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173 elif self.flags & 128:
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174 self.angle = atan2(self.player.y - y, self.player.x - x) + angle
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175 elif self.flags & 256:
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176 self.angle = angle
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177
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178 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed
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179 self.delta = dx, dy
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180 sprite.angle = self.angle
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181 if sprite.automatic_orientation:
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182 sprite._changed = True
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183
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184 if count >= 0:
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185 self.speed_interpolator = Interpolator((self.speed,), self.frame,
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186 (0.,), self.frame + frame - 1)
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187 else:
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188 self.flags &= ~448
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189
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190 self.attributes[1] = count
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191 #TODO: other flags
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192 elif not self.speed_interpolator and self._anmrunner is None:
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193 self.update = self.update_simple
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194
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195 if self.speed_interpolator:
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196 self.speed_interpolator.update(self.frame)
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197 self.speed, = self.speed_interpolator.values
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198 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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199 self.delta = dx, dy
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200
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201 self.x, self.y = x + dx, y + dy
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202
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203 self.frame += 1
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204