Mercurial > touhou
annotate pytouhou/game/bullet.py @ 485:c099802e2435
Improve network latency by increasing game latency to 3 frames.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 15 Jan 2012 15:36:23 +0100 |
parents | 0595315d3880 |
children | 8843e26f80c3 |
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 | |
22 class Bullet(object): | |
123 | 23 def __init__(self, pos, bullet_type, sprite_idx_offset, |
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24 angle, speed, attributes, flags, player, game, |
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25 player_bullet=False, damage=0, hitbox=None): |
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26 self._game = game |
84 | 27 self._sprite = None |
28 self._anmrunner = None | |
29 self._removed = False | |
30 self._launched = False | |
123 | 31 self._bullet_type = bullet_type |
84 | 32 |
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33 if hitbox: |
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34 self.hitbox_half_size = (hitbox[0] / 2., hitbox[1] / 2.) |
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35 else: |
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36 self.hitbox_half_size = (bullet_type.hitbox_size / 2., bullet_type.hitbox_size / 2.) |
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37 |
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38 self.speed_interpolator = None |
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39 self.frame = 0 |
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40 self.grazed = False |
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41 |
84 | 42 self.player = player |
43 | |
44 self.sprite_idx_offset = sprite_idx_offset | |
45 | |
46 self.flags = flags | |
47 self.attributes = list(attributes) | |
48 | |
49 self.x, self.y = pos | |
50 self.angle = angle | |
51 self.speed = speed | |
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52 dx, dy = cos(angle) * speed, sin(angle) * speed |
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53 self.delta = dx, dy |
84 | 54 |
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55 self.player_bullet = player_bullet |
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56 self.damage = damage |
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57 |
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58 #TODO |
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59 if flags & 14: |
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60 if flags & 2: |
123 | 61 index = bullet_type.launch_anim2_index |
62 launch_mult = bullet_type.launch_anim_penalties[0] | |
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63 elif flags & 4: |
123 | 64 index = bullet_type.launch_anim4_index |
65 launch_mult = bullet_type.launch_anim_penalties[1] | |
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66 else: |
123 | 67 index = bullet_type.launch_anim8_index |
68 launch_mult = bullet_type.launch_anim_penalties[2] | |
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69 self.launch_delta = dx * launch_mult, dy * launch_mult |
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70 self._sprite = Sprite() |
123 | 71 self._anmrunner = ANMRunner(bullet_type.anm_wrapper, |
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72 index, self._sprite, |
123 | 73 bullet_type.launch_anim_offsets[sprite_idx_offset]) |
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74 self._anmrunner.run_frame() |
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75 else: |
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76 self.launch() |
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77 |
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78 if self.player_bullet: |
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79 self._sprite.angle = angle - pi |
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80 else: |
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81 self._sprite.angle = angle |
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82 |
84 | 83 |
84 def is_visible(self, screen_width, screen_height): | |
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85 tx, ty, tw, th = self._sprite.texcoords |
123 | 86 x, y = self.x, self.y |
84 | 87 |
88 max_x = tw / 2. | |
89 max_y = th / 2. | |
90 | |
123 | 91 if (max_x < x - screen_width |
92 or max_x < -x | |
93 or max_y < y - screen_height | |
94 or max_y < -y): | |
84 | 95 return False |
96 return True | |
97 | |
98 | |
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99 def set_anim(self, sprite_idx_offset=None): |
107
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100 if sprite_idx_offset is not None: |
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101 self.sprite_idx_offset = sprite_idx_offset |
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102 |
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103 bt = self._bullet_type |
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104 self._sprite = Sprite() |
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105 if self.player_bullet: |
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106 self._sprite.angle = self.angle - pi |
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107 else: |
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108 self._sprite.angle = self.angle |
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109 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index, |
107
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110 self._sprite, self.sprite_idx_offset) |
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111 self._anmrunner.run_frame() |
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112 |
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113 |
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114 def launch(self): |
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115 self._launched = True |
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116 self.update = self.update_full |
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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) |
107
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121 |
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122 |
156
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123 def collide(self): |
161
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124 self.cancel() |
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125 |
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126 |
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127 def cancel(self): |
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128 # Cancel animation |
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129 bt = self._bullet_type |
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130 self._sprite = Sprite() |
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131 if self.player_bullet: |
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132 self._sprite.angle = self.angle - pi |
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133 else: |
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134 self._sprite.angle = self.angle |
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135 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index, |
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136 self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) |
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137 self._anmrunner.run_frame() |
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138 self.delta = self.delta[0] / 2., self.delta[1] / 2. |
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139 |
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140 # Change update method |
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141 self.update = self.update_cancel |
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142 |
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143 # Do not use this one for collisions anymore |
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144 if self.player_bullet: |
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145 self._game.players_bullets.remove(self) |
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146 else: |
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147 self._game.bullets.remove(self) |
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148 self._game.cancelled_bullets.append(self) |
152
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149 |
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150 |
84 | 151 def update(self): |
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152 dx, dy = self.launch_delta |
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153 self.x += dx |
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154 self.y += dy |
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155 |
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156 if not self._anmrunner.run_frame(): |
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157 self.launch() |
84 | 158 |
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159 |
161
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160 def update_cancel(self): |
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161 dx, dy = self.delta |
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162 self.x += dx |
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163 self.y += dy |
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164 |
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165 if not self._anmrunner.run_frame(): |
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166 self._removed = True |
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167 |
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168 |
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169 def update_simple(self): |
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170 dx, dy = self.delta |
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171 self.x += dx |
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172 self.y += dy |
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173 |
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174 |
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175 def update_full(self): |
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176 sprite = self._sprite |
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177 |
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178 if self._anmrunner is not None and not self._anmrunner.run_frame(): |
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179 self._anmrunner = None |
84 | 180 |
181 #TODO: flags | |
182 x, y = self.x, self.y | |
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183 dx, dy = self.delta |
84 | 184 |
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185 if self.flags & 16: |
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186 length, angle = self.attributes[4:6] |
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187 angle = self.angle if angle < -900.0 else angle #TODO: is that right? |
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188 dx, dy = dx + cos(angle) * length, dy + sin(angle) * length |
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189 self.angle = sprite.angle = atan2(dy, dx) |
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190 if sprite.automatic_orientation: |
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191 sprite._changed = True |
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192 self.delta = dx, dy |
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193 if self.frame == self.attributes[0]: #TODO: include last frame, or not? |
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194 self.flags ^= 16 |
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195 elif self.flags & 32: |
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196 #TODO: check |
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197 acceleration, angular_speed = self.attributes[4:6] |
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198 self.speed += acceleration |
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199 self.angle += angular_speed |
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200 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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201 self.delta = dx, dy |
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202 sprite.angle = self.angle |
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203 if sprite.automatic_orientation: |
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204 sprite._changed = True |
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205 if self.frame == self.attributes[0]: |
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206 self.flags ^= 32 |
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207 elif self.flags & 448: |
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208 #TODO: check |
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209 frame, count = self.attributes[0:2] |
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210 angle, speed = self.attributes[4:6] |
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211 if self.frame % frame == 0: |
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212 count = count - 1 |
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213 |
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214 if self.frame != 0: |
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215 self.speed = speed |
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216 |
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217 if self.flags & 64: |
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218 self.angle += angle |
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219 elif self.flags & 128: |
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220 self.angle = atan2(self.player.y - y, self.player.x - x) + angle |
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221 elif self.flags & 256: |
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222 self.angle = angle |
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223 |
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224 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
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225 self.delta = dx, dy |
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226 sprite.angle = self.angle |
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227 if sprite.automatic_orientation: |
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228 sprite._changed = True |
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229 |
127 | 230 if count >= 0: |
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231 self.speed_interpolator = Interpolator((self.speed,), self.frame, |
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232 (0.,), self.frame + frame - 1) |
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233 else: |
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234 self.flags &= ~448 |
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235 |
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236 self.attributes[1] = count |
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237 #TODO: other flags |
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238 elif not self.speed_interpolator and self._anmrunner is None: |
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239 self.update = self.update_simple |
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240 |
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241 if self.speed_interpolator: |
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242 self.speed_interpolator.update(self.frame) |
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243 self.speed, = self.speed_interpolator.values |
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244 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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245 self.delta = dx, dy |
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246 |
84 | 247 self.x, self.y = x + dx, y + dy |
248 | |
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249 self.frame += 1 |
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250 |