Mercurial > touhou
annotate pytouhou/game/bullet.pyx @ 436:cb5c68598ab0
Cythonize pytouhou.utils.maths and pytouhou.utils.vector.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 07 Aug 2013 11:34:42 +0200 |
parents | 1222341ea22c |
children | b9d2db93972f |
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, _bullet_type |
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29 cdef public object sprite, anmrunner, removed, was_visible, objects |
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30 cdef public object attributes, damage, hitbox, speed_interpolator, grazed |
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31 cdef public object x, y #TODO |
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32 |
123 | 33 def __init__(self, pos, bullet_type, sprite_idx_offset, |
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34 angle, speed, attributes, flags, target, game, |
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35 player_bullet=False, damage=0, hitbox=None): |
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36 self._game = game |
123 | 37 self._bullet_type = bullet_type |
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38 self.state = LAUNCHING |
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39 self.sprite = None |
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40 self.anmrunner = None |
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41 self.removed = False |
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42 self.was_visible = True |
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43 self.objects = [self] |
84 | 44 |
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45 if hitbox: |
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46 self.hitbox = (hitbox[0], hitbox[1]) |
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47 else: |
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48 self.hitbox = (bullet_type.hitbox_size, bullet_type.hitbox_size) |
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49 |
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50 self.speed_interpolator = None |
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51 self.frame = 0 |
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52 self.grazed = False |
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53 |
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54 self.target = target |
84 | 55 |
56 self.sprite_idx_offset = sprite_idx_offset | |
57 | |
58 self.flags = flags | |
59 self.attributes = list(attributes) | |
60 | |
61 self.x, self.y = pos | |
62 self.angle = angle | |
63 self.speed = speed | |
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64 self.dx, self.dy = cos(angle) * speed, sin(angle) * speed |
84 | 65 |
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66 self.player_bullet = player_bullet |
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67 self.damage = damage |
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68 |
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69 #TODO |
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70 if flags & 14: |
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71 if flags & 2: |
123 | 72 index = bullet_type.launch_anim2_index |
73 launch_mult = bullet_type.launch_anim_penalties[0] | |
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74 elif flags & 4: |
123 | 75 index = bullet_type.launch_anim4_index |
76 launch_mult = bullet_type.launch_anim_penalties[1] | |
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77 else: |
123 | 78 index = bullet_type.launch_anim8_index |
79 launch_mult = bullet_type.launch_anim_penalties[2] | |
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80 self.dx, self.dy = self.dx * launch_mult, self.dy * launch_mult |
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81 self.sprite = Sprite() |
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82 self.anmrunner = ANMRunner(bullet_type.anm, |
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83 index, self.sprite, |
123 | 84 bullet_type.launch_anim_offsets[sprite_idx_offset]) |
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85 else: |
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86 self.launch() |
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87 |
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88 if self.player_bullet: |
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89 self.sprite.angle = angle - pi |
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90 else: |
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91 self.sprite.angle = angle |
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92 |
84 | 93 |
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94 cpdef is_visible(self, screen_width, screen_height): |
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95 tx, ty, tw, th = self.sprite.texcoords |
123 | 96 x, y = self.x, self.y |
84 | 97 |
98 max_x = tw / 2. | |
99 max_y = th / 2. | |
100 | |
123 | 101 if (max_x < x - screen_width |
102 or max_x < -x | |
103 or max_y < y - screen_height | |
104 or max_y < -y): | |
84 | 105 return False |
106 return True | |
107 | |
108 | |
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109 def set_anim(self, sprite_idx_offset=None): |
107
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110 if sprite_idx_offset is not None: |
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111 self.sprite_idx_offset = sprite_idx_offset |
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112 |
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113 bt = self._bullet_type |
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114 self.sprite = Sprite() |
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115 if self.player_bullet: |
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116 self.sprite.angle = self.angle - pi |
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117 else: |
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118 self.sprite.angle = self.angle |
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119 self.anmrunner = ANMRunner(bt.anm, bt.anim_index, |
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120 self.sprite, self.sprite_idx_offset) |
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121 |
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122 |
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123 def launch(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 |
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129 if self.flags & 1: |
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130 self.speed_interpolator = Interpolator((self.speed + 5.,), 0, |
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131 (self.speed,), 16) |
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132 |
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133 |
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134 def collide(self): |
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135 self.cancel() |
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136 self._game.new_particle((self.x, self.y), 10, 256) #TODO: find the real size. |
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137 |
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138 |
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139 def cancel(self): |
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140 # Cancel animation |
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141 bt = self._bullet_type |
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142 self.sprite = Sprite() |
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143 if self.player_bullet: |
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144 self.sprite.angle = self.angle - pi |
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145 else: |
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146 self.sprite.angle = self.angle |
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147 self.anmrunner = ANMRunner(bt.anm, bt.cancel_anim_index, |
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148 self.sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) |
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149 self.dx, self.dy = self.dx / 2., self.dy / 2. |
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150 |
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151 self.state = CANCELLED |
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152 |
152
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153 |
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154 def update(self): |
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155 if self.anmrunner is not None and not self.anmrunner.run_frame(): |
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156 if self.state == LAUNCHING: |
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157 #TODO: check if it doesn't skip a frame |
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158 self.launch() |
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159 elif self.state == CANCELLED: |
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160 self.removed = True |
256
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161 else: |
304
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162 self.anmrunner = None |
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163 |
335
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164 if self.state == LAUNCHING: |
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165 pass |
335
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166 elif self.state == CANCELLED: |
256
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167 pass |
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168 elif self.flags & 1: |
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169 # Initial speed burst |
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170 #TODO: use frame instead of interpolator? |
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171 if not self.speed_interpolator: |
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172 self.flags &= ~1 |
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173 elif self.flags & 16: |
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174 # Each frame, add a vector to the speed vector |
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175 length, angle = self.attributes[4:6] |
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176 angle = self.angle if angle < -900.0 else angle #TODO: is that right? |
256
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177 self.dx += cos(angle) * length |
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178 self.dy += sin(angle) * length |
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179 self.speed = (self.dx ** 2 + self.dy ** 2) ** 0.5 |
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180 self.angle = self.sprite.angle = atan2(self.dy, self.dx) |
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181 if self.sprite.automatic_orientation: |
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182 self.sprite.changed = True |
149
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183 if self.frame == self.attributes[0]: #TODO: include last frame, or not? |
256
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184 self.flags &= ~16 |
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185 elif self.flags & 32: |
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186 # Each frame, accelerate and rotate |
86
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187 #TODO: check |
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188 acceleration, angular_speed = self.attributes[4:6] |
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189 self.speed += acceleration |
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190 self.angle += angular_speed |
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191 self.dx = cos(self.angle) * self.speed |
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192 self.dy = sin(self.angle) * self.speed |
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193 self.sprite.angle = self.angle |
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194 if self.sprite.automatic_orientation: |
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195 self.sprite.changed = True |
149
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196 if self.frame == self.attributes[0]: |
256
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197 self.flags &= ~32 |
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198 elif self.flags & 448: |
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199 #TODO: check |
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200 frame, count = self.attributes[0:2] |
89
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201 angle, speed = self.attributes[4:6] |
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202 if self.frame % frame == 0: |
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203 count = count - 1 |
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204 |
124
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205 if self.frame != 0: |
314
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206 self.speed = self.speed if speed < -900 else speed |
88
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207 |
124
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208 if self.flags & 64: |
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209 self.angle += angle |
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210 elif self.flags & 128: |
256
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211 self.angle = atan2(self.target.y - self.y, |
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212 self.target.x - self.x) + angle |
124
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213 elif self.flags & 256: |
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214 self.angle = angle |
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215 |
256
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216 self.dx = cos(self.angle) * self.speed |
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217 self.dy = sin(self.angle) * self.speed |
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218 self.sprite.angle = self.angle |
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219 if self.sprite.automatic_orientation: |
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220 self.sprite.changed = True |
122
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221 |
127 | 222 if count >= 0: |
124
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223 self.speed_interpolator = Interpolator((self.speed,), self.frame, |
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224 (0.,), self.frame + frame - 1) |
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225 else: |
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226 self.flags &= ~448 |
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227 |
89
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228 self.attributes[1] = count |
256
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229 |
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230 # Common updates |
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231 |
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232 if self.speed_interpolator: |
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233 self.speed_interpolator.update(self.frame) |
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234 speed, = self.speed_interpolator.values |
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235 self.dx = cos(self.angle) * speed |
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236 self.dy = sin(self.angle) * speed |
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237 |
256
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238 self.x += self.dx |
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239 self.y += self.dy |
84 | 240 |
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241 self.frame += 1 |
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242 |
258
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243 # Filter out-of-screen bullets and handle special flags |
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244 if self.flags & 448: |
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245 self.was_visible = False |
258
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246 elif self.is_visible(self._game.width, self._game.height): |
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247 self.was_visible = True |
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248 elif self.was_visible: |
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249 self.removed = True |
260
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250 if self.flags & (1024 | 2048) and self.attributes[0] > 0: |
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251 # Bounce! |
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252 if self.x < 0 or self.x > self._game.width: |
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253 self.angle = pi - self.angle |
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254 self.removed = False |
260
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255 if self.y < 0 or ((self.flags & 1024) and self.y > self._game.height): |
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256 self.angle = -self.angle |
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257 self.removed = False |
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258 self.sprite.angle = self.angle |
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259 if self.sprite.automatic_orientation: |
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260 self.sprite.changed = True |
260
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261 self.dx = cos(self.angle) * self.speed |
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262 self.dy = sin(self.angle) * self.speed |
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263 self.attributes[0] -= 1 |
258
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264 |