annotate pytouhou/game/bullet.py @ 252:b5c7369abd7c

Improve data reading perfs
author Thibaut Girka <thib@sitedethib.com>
date Sun, 22 Jan 2012 15:54:51 +0100
parents cb329dca4758
children a0d6b1915591
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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
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23 class Bullet(object):
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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
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28 self._sprite = None
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29 self._anmrunner = None
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30 self._removed = False
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31 self._launched = False
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32 self._bullet_type = bullet_type
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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
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44
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45 self.sprite_idx_offset = sprite_idx_offset
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46
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47 self.flags = flags
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48 self.attributes = list(attributes)
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49
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50 self.x, self.y = pos
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51 self.angle = angle
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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
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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:
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62 index = bullet_type.launch_anim2_index
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63 launch_mult = bullet_type.launch_anim_penalties[0]
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64 elif flags & 4:
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65 index = bullet_type.launch_anim4_index
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66 launch_mult = bullet_type.launch_anim_penalties[1]
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67 else:
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68 index = bullet_type.launch_anim8_index
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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()
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72 self._anmrunner = ANMRunner(bullet_type.anm_wrapper,
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73 index, self._sprite,
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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
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84
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85 def is_visible(self, screen_width, screen_height):
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86 tx, ty, tw, th = self._sprite.texcoords
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87 x, y = self.x, self.y
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89 max_x = tw / 2.
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90 max_y = th / 2.
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92 if (max_x < x - screen_width
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93 or max_x < -x
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94 or max_y < y - screen_height
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95 or max_y < -y):
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96 return False
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97 return True
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98
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99
122
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100 def set_anim(self, sprite_idx_offset=None):
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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,
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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
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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.
161
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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)
161
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151 self._game.cancelled_bullets.append(self)
152
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152
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153
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154 def update(self):
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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()
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161
122
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162
161
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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
122
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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
246
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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
122
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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
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195
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196 #TODO: flags
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197 x, y = self.x, self.y
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198 dx, dy = self.delta
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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?
122
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203 dx, dy = dx + cos(angle) * length, dy + sin(angle) * length
236
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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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diff changeset
228 count = count - 1
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229
124
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230 if self.frame != 0:
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231 self.speed = speed
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232
124
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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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parents: 220
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236 self.angle = atan2(self.target.y - y, self.target.x - x) + angle
124
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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
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diff changeset
246 if count >= 0:
124
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247 self.speed_interpolator = Interpolator((self.speed,), self.frame,
122
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diff changeset
248 (0.,), self.frame + frame - 1)
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249 else:
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diff changeset
250 self.flags &= ~448
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251
89
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diff changeset
252 self.attributes[1] = count
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253 #TODO: other flags
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diff changeset
254 elif not self.speed_interpolator and self._anmrunner is None:
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diff changeset
255 self.update = self.update_simple
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diff changeset
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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diff changeset
259 self.speed, = self.speed_interpolator.values
124
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diff changeset
260 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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diff changeset
261 self.delta = dx, dy
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diff changeset
262
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263 self.x, self.y = x + dx, y + dy
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264
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265 self.frame += 1
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diff changeset
266