annotate pytouhou/game/bullet.py @ 185:68e6d3faeee6

Don’t reinitialize variables when another sub is called.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 26 Oct 2011 03:03:39 -0700
parents ee0bbde02c48
children 0595315d3880
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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, player_bullet=False):
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25 self._game = game
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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.hitbox_half_size = bullet_type.hitbox_size / 2.
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33
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34 self.speed_interpolator = None
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35 self.frame = 0
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36 self.grazed = False
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37
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38 self.player = player
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39
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40 self.sprite_idx_offset = sprite_idx_offset
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41
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42 self.flags = flags
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43 self.attributes = list(attributes)
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44
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45 self.x, self.y = pos
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46 self.angle = angle
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47 self.speed = speed
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48 dx, dy = cos(angle) * speed, sin(angle) * speed
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49 self.delta = dx, dy
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50
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51 self.player_bullet = player_bullet
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52
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53 #TODO
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54 if flags & 14:
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55 if flags & 2:
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56 index = bullet_type.launch_anim2_index
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57 launch_mult = bullet_type.launch_anim_penalties[0]
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58 elif flags & 4:
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59 index = bullet_type.launch_anim4_index
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60 launch_mult = bullet_type.launch_anim_penalties[1]
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61 else:
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62 index = bullet_type.launch_anim8_index
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63 launch_mult = bullet_type.launch_anim_penalties[2]
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64 self.launch_delta = dx * launch_mult, dy * launch_mult
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65 self._sprite = Sprite()
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66 self._anmrunner = ANMRunner(bullet_type.anm_wrapper,
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67 index, self._sprite,
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68 bullet_type.launch_anim_offsets[sprite_idx_offset])
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69 self._anmrunner.run_frame()
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70 else:
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71 self.launch()
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72
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73 if self.player_bullet:
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74 self._sprite.angle = angle - pi
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75 else:
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76 self._sprite.angle = angle
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78
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79 def is_visible(self, screen_width, screen_height):
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80 tx, ty, tw, th = self._sprite.texcoords
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81 x, y = self.x, self.y
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82
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83 max_x = tw / 2.
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84 max_y = th / 2.
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85
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86 if (max_x < x - screen_width
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87 or max_x < -x
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88 or max_y < y - screen_height
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89 or max_y < -y):
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90 return False
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91 return True
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93
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94 def set_anim(self, sprite_idx_offset=None):
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95 if sprite_idx_offset is not None:
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96 self.sprite_idx_offset = sprite_idx_offset
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97
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98 bt = self._bullet_type
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99 self._sprite = Sprite()
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100 if self.player_bullet:
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101 self._sprite.angle = self.angle - pi
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102 else:
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103 self._sprite.angle = self.angle
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104 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index,
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105 self._sprite, self.sprite_idx_offset)
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106 self._anmrunner.run_frame()
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108
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109 def launch(self):
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110 self._launched = True
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111 self.update = self.update_full
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112 self.set_anim()
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113 if self.flags & 1:
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114 self.speed_interpolator = Interpolator((self.speed + 5.,), 0,
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115 (self.speed,), 16)
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117
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118 def collide(self):
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119 self.cancel()
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120
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121
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122 def cancel(self):
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123 # Cancel animation
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124 bt = self._bullet_type
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125 self._sprite = Sprite()
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126 if self.player_bullet:
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127 self._sprite.angle = self.angle - pi
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128 else:
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129 self._sprite.angle = self.angle
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130 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index,
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131 self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset])
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132 self._anmrunner.run_frame()
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133 self.delta = self.delta[0] / 2., self.delta[1] / 2.
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134
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135 # Change update method
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136 self.update = self.update_cancel
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137
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138 # Do not use this one for collisions anymore
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139 if self.player_bullet:
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140 self._game.players_bullets.remove(self)
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141 else:
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142 self._game.bullets.remove(self)
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143 self._game.cancelled_bullets.append(self)
152
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144
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145
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146 def update(self):
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147 dx, dy = self.launch_delta
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148 self.x += dx
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149 self.y += dy
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150
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151 if not self._anmrunner.run_frame():
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152 self.launch()
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153
122
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154
161
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155 def update_cancel(self):
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156 dx, dy = self.delta
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157 self.x += dx
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158 self.y += dy
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159
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160 if not self._anmrunner.run_frame():
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161 self._removed = True
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162
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163
122
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164 def update_simple(self):
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165 dx, dy = self.delta
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166 self.x += dx
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167 self.y += dy
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168
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169
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170 def update_full(self):
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171 sprite = self._sprite
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172
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173 if self._anmrunner is not None and not self._anmrunner.run_frame():
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174 self._anmrunner = None
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175
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176 #TODO: flags
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177 x, y = self.x, self.y
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178 dx, dy = self.delta
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179
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180 if self.flags & 16:
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181 length, angle = self.attributes[4:6]
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182 angle = self.angle if angle < -900.0 else angle #TODO: is that right?
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183 dx, dy = dx + cos(angle) * length, dy + sin(angle) * length
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184 self.angle = sprite.angle = atan2(dy, dx)
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185 if sprite.automatic_orientation:
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186 sprite._changed = True
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187 self.delta = dx, dy
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188 if self.frame == self.attributes[0]: #TODO: include last frame, or not?
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189 self.flags ^= 16
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190 elif self.flags & 32:
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191 #TODO: check
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192 acceleration, angular_speed = self.attributes[4:6]
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193 self.speed += acceleration
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194 self.angle += angular_speed
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195 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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196 self.delta = dx, dy
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197 sprite.angle = self.angle
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198 if sprite.automatic_orientation:
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199 sprite._changed = True
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200 if self.frame == self.attributes[0]:
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201 self.flags ^= 32
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202 elif self.flags & 448:
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203 #TODO: check
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204 frame, count = self.attributes[0:2]
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205 angle, speed = self.attributes[4:6]
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206 if self.frame % frame == 0:
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207 count = count - 1
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208
124
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209 if self.frame != 0:
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210 self.speed = speed
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211
124
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212 if self.flags & 64:
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213 self.angle += angle
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214 elif self.flags & 128:
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215 self.angle = atan2(self.player.y - y, self.player.x - x) + angle
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216 elif self.flags & 256:
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217 self.angle = angle
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218
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219 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed
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220 self.delta = dx, dy
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221 sprite.angle = self.angle
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222 if sprite.automatic_orientation:
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223 sprite._changed = True
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224
127
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225 if count >= 0:
124
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226 self.speed_interpolator = Interpolator((self.speed,), self.frame,
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227 (0.,), self.frame + frame - 1)
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228 else:
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229 self.flags &= ~448
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230
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231 self.attributes[1] = count
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232 #TODO: other flags
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233 elif not self.speed_interpolator and self._anmrunner is None:
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234 self.update = self.update_simple
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235
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236 if self.speed_interpolator:
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237 self.speed_interpolator.update(self.frame)
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238 self.speed, = self.speed_interpolator.values
124
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239 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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240 self.delta = dx, dy
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241
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242 self.x, self.y = x + dx, y + dy
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243
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244 self.frame += 1
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245