Mercurial > touhou
annotate pytouhou/game/bullet.pyx @ 296:c074783d0847
Implement hardcoded function 8 for Remilia.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 02 Mar 2012 09:38:35 +0100 |
parents | 35644a67ba4c |
children | f3099ebf4f61 |
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 LAUNCHING, LAUNCHED, CANCELLED = range(3) |
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23 |
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24 cdef class Bullet(object): |
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25 cdef public unsigned int _state, flags, frame, sprite_idx_offset |
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26 cdef public double dx, dy, angle, speed #TODO |
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27 cdef public object player_bullet, target |
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28 cdef public object _game, _sprite, _anmrunner, _removed, _bullet_type, _was_visible |
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29 cdef public object attributes, damage, hitbox_half_size, speed_interpolator, grazed |
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30 cdef public object x, y #TODO |
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31 |
123 | 32 def __init__(self, pos, bullet_type, sprite_idx_offset, |
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33 angle, speed, attributes, flags, target, game, |
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34 player_bullet=False, damage=0, hitbox=None): |
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35 self._game = game |
84 | 36 self._sprite = None |
37 self._anmrunner = None | |
38 self._removed = False | |
123 | 39 self._bullet_type = bullet_type |
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40 self._was_visible = True |
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41 self._state = LAUNCHING |
84 | 42 |
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43 if hitbox: |
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44 self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.) |
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45 else: |
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46 self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.) |
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47 |
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48 self.speed_interpolator = None |
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49 self.frame = 0 |
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50 self.grazed = False |
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51 |
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52 self.target = target |
84 | 53 |
54 self.sprite_idx_offset = sprite_idx_offset | |
55 | |
56 self.flags = flags | |
57 self.attributes = list(attributes) | |
58 | |
59 self.x, self.y = pos | |
60 self.angle = angle | |
61 self.speed = speed | |
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62 self.dx, self.dy = cos(angle) * speed, sin(angle) * speed |
84 | 63 |
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64 self.player_bullet = player_bullet |
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65 self.damage = damage |
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66 |
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67 #TODO |
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68 if flags & 14: |
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69 if flags & 2: |
123 | 70 index = bullet_type.launch_anim2_index |
71 launch_mult = bullet_type.launch_anim_penalties[0] | |
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72 elif flags & 4: |
123 | 73 index = bullet_type.launch_anim4_index |
74 launch_mult = bullet_type.launch_anim_penalties[1] | |
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75 else: |
123 | 76 index = bullet_type.launch_anim8_index |
77 launch_mult = bullet_type.launch_anim_penalties[2] | |
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78 self.dx, self.dy = self.dx * launch_mult, self.dy * launch_mult |
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79 self._sprite = Sprite() |
123 | 80 self._anmrunner = ANMRunner(bullet_type.anm_wrapper, |
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81 index, self._sprite, |
123 | 82 bullet_type.launch_anim_offsets[sprite_idx_offset]) |
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83 self._anmrunner.run_frame() |
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84 else: |
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85 self.launch() |
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86 |
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87 if self.player_bullet: |
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88 self._sprite.angle = angle - pi |
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89 else: |
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90 self._sprite.angle = angle |
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91 |
84 | 92 |
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93 cpdef is_visible(Bullet self, screen_width, screen_height): |
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94 tx, ty, tw, th = self._sprite.texcoords |
123 | 95 x, y = self.x, self.y |
84 | 96 |
97 max_x = tw / 2. | |
98 max_y = th / 2. | |
99 | |
123 | 100 if (max_x < x - screen_width |
101 or max_x < -x | |
102 or max_y < y - screen_height | |
103 or max_y < -y): | |
84 | 104 return False |
105 return True | |
106 | |
107 | |
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108 def set_anim(Bullet self, sprite_idx_offset=None): |
107
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109 if sprite_idx_offset is not None: |
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110 self.sprite_idx_offset = sprite_idx_offset |
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111 |
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112 bt = self._bullet_type |
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113 self._sprite = Sprite() |
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114 if self.player_bullet: |
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115 self._sprite.angle = self.angle - pi |
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116 else: |
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117 self._sprite.angle = self.angle |
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118 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index, |
107
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119 self._sprite, self.sprite_idx_offset) |
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120 self._anmrunner.run_frame() |
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121 |
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122 |
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123 def launch(Bullet self): |
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124 self._state = LAUNCHED |
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125 self.frame = 0 |
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126 self.set_anim() |
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127 self.dx, self.dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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128 if self.flags & 1: |
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129 self.speed_interpolator = Interpolator((self.speed + 5.,), 0, |
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130 (self.speed,), 16) |
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131 |
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132 |
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133 def collide(Bullet self): |
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134 self.cancel() |
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135 |
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136 |
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137 def cancel(Bullet self): |
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138 # Cancel animation |
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139 bt = self._bullet_type |
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140 self._sprite = Sprite() |
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141 if self.player_bullet: |
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142 self._sprite.angle = self.angle - pi |
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143 else: |
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144 self._sprite.angle = self.angle |
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145 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index, |
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146 self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) |
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147 self._anmrunner.run_frame() |
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148 self.dx, self.dy = self.dx / 2., self.dy / 2. |
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149 |
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150 # Change update method |
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151 self._state = CANCELLED |
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152 |
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153 # Do not use this one for collisions anymore |
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154 if self.player_bullet: |
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155 self._game.players_bullets.remove(self) |
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156 else: |
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157 self._game.bullets.remove(self) |
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158 self._game.cancelled_bullets.append(self) |
152
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159 |
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160 |
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161 def update(Bullet self): |
256
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162 if self._anmrunner is not None and not self._anmrunner.run_frame(): |
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163 if self._state == LAUNCHING: |
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164 #TODO: check if it doesn't skip a frame |
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165 self.launch() |
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166 elif self._state == CANCELLED: |
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167 self._removed = True |
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168 else: |
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169 self._anmrunner = None |
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170 |
256
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171 if self._state == LAUNCHING: |
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172 pass |
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173 elif self._state == CANCELLED: |
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174 pass |
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175 elif self.flags & 1: |
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176 # Initial speed burst |
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177 #TODO: use frame instead of interpolator? |
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178 if not self.speed_interpolator: |
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179 self.flags &= ~1 |
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180 elif self.flags & 16: |
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181 # Each frame, add a vector to the speed vector |
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182 length, angle = self.attributes[4:6] |
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183 angle = self.angle if angle < -900.0 else angle #TODO: is that right? |
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184 self.dx += cos(angle) * length |
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185 self.dy += sin(angle) * length |
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186 self.speed = (self.dx ** 2 + self.dy ** 2) ** 0.5 |
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187 self.angle = self._sprite.angle = atan2(self.dy, self.dx) |
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188 if self._sprite.automatic_orientation: |
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189 self._sprite._changed = True |
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190 if self.frame == self.attributes[0]: #TODO: include last frame, or not? |
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191 self.flags &= ~16 |
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192 elif self.flags & 32: |
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193 # Each frame, accelerate and rotate |
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194 #TODO: check |
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195 acceleration, angular_speed = self.attributes[4:6] |
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196 self.speed += acceleration |
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197 self.angle += angular_speed |
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198 self.dx = cos(self.angle) * self.speed |
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199 self.dy = sin(self.angle) * self.speed |
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200 self._sprite.angle = self.angle |
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201 if self._sprite.automatic_orientation: |
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202 self._sprite._changed = True |
149
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203 if self.frame == self.attributes[0]: |
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204 self.flags &= ~32 |
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205 elif self.flags & 448: |
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206 #TODO: check |
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207 frame, count = self.attributes[0:2] |
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208 angle, speed = self.attributes[4:6] |
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209 if self.frame % frame == 0: |
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210 count = count - 1 |
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211 |
124
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212 if self.frame != 0: |
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213 self.speed = speed |
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214 |
124
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215 if self.flags & 64: |
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216 self.angle += angle |
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217 elif self.flags & 128: |
256
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218 self.angle = atan2(self.target.y - self.y, |
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219 self.target.x - self.x) + angle |
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220 elif self.flags & 256: |
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221 self.angle = angle |
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222 |
256
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223 self.dx = cos(self.angle) * self.speed |
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224 self.dy = sin(self.angle) * self.speed |
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225 self._sprite.angle = self.angle |
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226 if self._sprite.automatic_orientation: |
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227 self._sprite._changed = True |
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228 |
127 | 229 if count >= 0: |
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230 self.speed_interpolator = Interpolator((self.speed,), self.frame, |
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231 (0.,), self.frame + frame - 1) |
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232 else: |
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233 self.flags &= ~448 |
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234 |
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235 self.attributes[1] = count |
256
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236 |
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237 # Common updates |
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238 |
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239 if self.speed_interpolator: |
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240 self.speed_interpolator.update(self.frame) |
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241 self.speed, = self.speed_interpolator.values |
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242 self.dx = cos(self.angle) * self.speed |
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243 self.dy = sin(self.angle) * self.speed |
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244 |
256
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245 self.x += self.dx |
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246 self.y += self.dy |
84 | 247 |
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248 self.frame += 1 |
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249 |
258
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250 # Filter out-of-screen bullets and handle special flags |
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251 if self.flags & 448: |
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252 self._was_visible = False |
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253 elif self.is_visible(self._game.width, self._game.height): |
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254 self._was_visible = True |
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255 elif self._was_visible: |
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256 self._removed = True |
260
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257 if self.flags & (1024 | 2048) and self.attributes[0] > 0: |
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258 # Bounce! |
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259 if self.x < 0 or self.x > self._game.width: |
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260 self.angle = pi - self.angle |
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261 self._removed = False |
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262 if self.y < 0 or ((self.flags & 1024) and self.y > self._game.height): |
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263 self.angle = -self.angle |
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264 self._removed = False |
267
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265 self._sprite.angle = self.angle |
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266 if self._sprite.automatic_orientation: |
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267 self._sprite._changed = True |
260
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268 self.dx = cos(self.angle) * self.speed |
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269 self.dy = sin(self.angle) * self.speed |
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270 self.attributes[0] -= 1 |
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271 |