Mercurial > touhou
annotate pytouhou/game/bullet.py @ 254:6bd565019f9a
Preload textures to avoid slowdowns during gameplay
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 22 Jan 2012 18:03:47 +0100 |
parents | cb329dca4758 |
children | a0d6b1915591 |
rev | line source |
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84 | 1 # -*- encoding: utf-8 -*- |
2 ## | |
3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> | |
4 ## | |
5 ## This program is free software; you can redistribute it and/or modify | |
6 ## it under the terms of the GNU General Public License as published | |
7 ## by the Free Software Foundation; version 3 only. | |
8 ## | |
9 ## This program is distributed in the hope that it will be useful, | |
10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of | |
11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
12 ## GNU General Public License for more details. | |
13 ## | |
14 | |
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15 from math import cos, sin, atan2, pi |
84 | 16 |
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17 from pytouhou.utils.interpolator import Interpolator |
84 | 18 from pytouhou.vm.anmrunner import ANMRunner |
19 from pytouhou.game.sprite import Sprite | |
20 | |
21 | |
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22 |
84 | 23 class Bullet(object): |
123 | 24 def __init__(self, pos, bullet_type, sprite_idx_offset, |
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25 angle, speed, attributes, flags, target, game, |
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26 player_bullet=False, damage=0, hitbox=None): |
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27 self._game = game |
84 | 28 self._sprite = None |
29 self._anmrunner = None | |
30 self._removed = False | |
31 self._launched = False | |
123 | 32 self._bullet_type = bullet_type |
84 | 33 |
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34 if hitbox: |
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35 self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.) |
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36 else: |
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37 self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.) |
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38 |
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39 self.speed_interpolator = None |
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40 self.frame = 0 |
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41 self.grazed = False |
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42 |
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43 self.target = target |
84 | 44 |
45 self.sprite_idx_offset = sprite_idx_offset | |
46 | |
47 self.flags = flags | |
48 self.attributes = list(attributes) | |
49 | |
50 self.x, self.y = pos | |
51 self.angle = angle | |
52 self.speed = speed | |
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53 dx, dy = cos(angle) * speed, sin(angle) * speed |
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54 self.delta = dx, dy |
84 | 55 |
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56 self.player_bullet = player_bullet |
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57 self.damage = damage |
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58 |
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59 #TODO |
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60 if flags & 14: |
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61 if flags & 2: |
123 | 62 index = bullet_type.launch_anim2_index |
63 launch_mult = bullet_type.launch_anim_penalties[0] | |
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64 elif flags & 4: |
123 | 65 index = bullet_type.launch_anim4_index |
66 launch_mult = bullet_type.launch_anim_penalties[1] | |
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67 else: |
123 | 68 index = bullet_type.launch_anim8_index |
69 launch_mult = bullet_type.launch_anim_penalties[2] | |
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70 self.launch_delta = dx * launch_mult, dy * launch_mult |
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71 self._sprite = Sprite() |
123 | 72 self._anmrunner = ANMRunner(bullet_type.anm_wrapper, |
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73 index, self._sprite, |
123 | 74 bullet_type.launch_anim_offsets[sprite_idx_offset]) |
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75 self._anmrunner.run_frame() |
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76 else: |
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77 self.launch() |
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78 |
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79 if self.player_bullet: |
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80 self._sprite.angle = angle - pi |
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81 else: |
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82 self._sprite.angle = angle |
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83 |
84 | 84 |
85 def is_visible(self, screen_width, screen_height): | |
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86 tx, ty, tw, th = self._sprite.texcoords |
123 | 87 x, y = self.x, self.y |
84 | 88 |
89 max_x = tw / 2. | |
90 max_y = th / 2. | |
91 | |
123 | 92 if (max_x < x - screen_width |
93 or max_x < -x | |
94 or max_y < y - screen_height | |
95 or max_y < -y): | |
84 | 96 return False |
97 return True | |
98 | |
99 | |
122
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100 def set_anim(self, sprite_idx_offset=None): |
107
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101 if sprite_idx_offset is not None: |
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102 self.sprite_idx_offset = sprite_idx_offset |
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103 |
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104 bt = self._bullet_type |
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105 self._sprite = Sprite() |
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106 if self.player_bullet: |
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107 self._sprite.angle = self.angle - pi |
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108 else: |
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109 self._sprite.angle = self.angle |
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110 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index, |
107
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111 self._sprite, self.sprite_idx_offset) |
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112 self._anmrunner.run_frame() |
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113 |
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114 |
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115 def launch(self): |
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116 self._launched = True |
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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 self.update = self.update_speed |
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122 else: |
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123 self.update = self.update_full |
107
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124 |
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125 |
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126 def collide(self): |
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127 self.cancel() |
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128 |
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129 |
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130 def cancel(self): |
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131 # Cancel animation |
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132 bt = self._bullet_type |
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133 self._sprite = Sprite() |
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134 if self.player_bullet: |
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135 self._sprite.angle = self.angle - pi |
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136 else: |
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137 self._sprite.angle = self.angle |
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138 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index, |
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139 self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) |
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140 self._anmrunner.run_frame() |
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141 self.delta = self.delta[0] / 2., self.delta[1] / 2. |
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142 |
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143 # Change update method |
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144 self.update = self.update_cancel |
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145 |
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146 # Do not use this one for collisions anymore |
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147 if self.player_bullet: |
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148 self._game.players_bullets.remove(self) |
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149 else: |
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150 self._game.bullets.remove(self) |
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151 self._game.cancelled_bullets.append(self) |
152
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152 |
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153 |
84 | 154 def update(self): |
122
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155 dx, dy = self.launch_delta |
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156 self.x += dx |
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157 self.y += dy |
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158 |
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159 if not self._anmrunner.run_frame(): |
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160 self.launch() |
84 | 161 |
122
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162 |
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163 def update_cancel(self): |
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164 dx, dy = self.delta |
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165 self.x += dx |
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166 self.y += dy |
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167 |
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168 if not self._anmrunner.run_frame(): |
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169 self._removed = True |
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170 |
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171 |
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172 def update_simple(self): |
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173 dx, dy = self.delta |
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174 self.x += dx |
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175 self.y += dy |
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176 |
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177 |
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178 def update_speed(self): |
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179 if self.speed_interpolator: |
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180 self.speed_interpolator.update(self.frame) |
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181 self.speed, = self.speed_interpolator.values |
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182 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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183 self.x, self.y = self.x + dx, self.y + dy |
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184 self.frame += 1 |
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185 else: |
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186 self.update = self.update_full |
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187 self.update() |
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188 |
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189 |
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190 def update_full(self): |
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191 sprite = self._sprite |
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192 |
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193 if self._anmrunner is not None and not self._anmrunner.run_frame(): |
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194 self._anmrunner = None |
84 | 195 |
196 #TODO: flags | |
197 x, y = self.x, self.y | |
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198 dx, dy = self.delta |
84 | 199 |
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200 if self.flags & 16: |
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201 length, angle = self.attributes[4:6] |
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202 angle = self.angle if angle < -900.0 else angle #TODO: is that right? |
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203 dx, dy = dx + cos(angle) * length, dy + sin(angle) * length |
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204 self.speed = (dx ** 2 + dy ** 2) ** 0.5 |
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205 self.angle = sprite.angle = atan2(dy, dx) |
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206 if sprite.automatic_orientation: |
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207 sprite._changed = True |
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208 self.delta = dx, dy |
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209 if self.frame == self.attributes[0]: #TODO: include last frame, or not? |
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210 self.flags ^= 16 |
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211 elif self.flags & 32: |
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212 #TODO: check |
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213 acceleration, angular_speed = self.attributes[4:6] |
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214 self.speed += acceleration |
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215 self.angle += angular_speed |
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216 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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217 self.delta = dx, dy |
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218 sprite.angle = self.angle |
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219 if sprite.automatic_orientation: |
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220 sprite._changed = True |
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221 if self.frame == self.attributes[0]: |
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222 self.flags ^= 32 |
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223 elif self.flags & 448: |
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224 #TODO: check |
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225 frame, count = self.attributes[0:2] |
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226 angle, speed = self.attributes[4:6] |
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227 if self.frame % frame == 0: |
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228 count = count - 1 |
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229 |
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230 if self.frame != 0: |
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231 self.speed = speed |
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232 |
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233 if self.flags & 64: |
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234 self.angle += angle |
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235 elif self.flags & 128: |
232
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236 self.angle = atan2(self.target.y - y, self.target.x - x) + angle |
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237 elif self.flags & 256: |
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238 self.angle = angle |
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239 |
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240 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
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241 self.delta = dx, dy |
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242 sprite.angle = self.angle |
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243 if sprite.automatic_orientation: |
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244 sprite._changed = True |
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245 |
127 | 246 if count >= 0: |
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247 self.speed_interpolator = Interpolator((self.speed,), self.frame, |
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248 (0.,), self.frame + frame - 1) |
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249 else: |
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250 self.flags &= ~448 |
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251 |
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252 self.attributes[1] = count |
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253 #TODO: other flags |
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254 elif not self.speed_interpolator and self._anmrunner is None: |
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255 self.update = self.update_simple |
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256 |
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257 if self.speed_interpolator: |
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258 self.speed_interpolator.update(self.frame) |
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259 self.speed, = self.speed_interpolator.values |
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260 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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261 self.delta = dx, dy |
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262 |
84 | 263 self.x, self.y = x + dx, y + dy |
264 | |
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265 self.frame += 1 |
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266 |