Mercurial > touhou
annotate pytouhou/game/bullet.py @ 237:cbe9dbd80dfb
Add an anmviewer script.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 01 Jan 2012 19:51:34 +0100 |
parents | 741860192b56 |
children | cb329dca4758 |
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 | |
236
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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 | |
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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 |
107
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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.update = self.update_full |
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118 self.set_anim() |
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119 if self.flags & 1: |
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120 self.speed_interpolator = Interpolator((self.speed + 5.,), 0, |
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121 (self.speed,), 16) |
107
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122 |
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123 |
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124 def collide(self): |
161
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125 self.cancel() |
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126 |
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127 |
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128 def cancel(self): |
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129 # Cancel animation |
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130 bt = self._bullet_type |
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131 self._sprite = Sprite() |
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132 if self.player_bullet: |
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133 self._sprite.angle = self.angle - pi |
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134 else: |
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135 self._sprite.angle = self.angle |
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136 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index, |
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137 self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) |
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138 self._anmrunner.run_frame() |
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139 self.delta = self.delta[0] / 2., self.delta[1] / 2. |
161
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140 |
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141 # Change update method |
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142 self.update = self.update_cancel |
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143 |
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144 # Do not use this one for collisions anymore |
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145 if self.player_bullet: |
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146 self._game.players_bullets.remove(self) |
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147 else: |
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148 self._game.bullets.remove(self) |
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149 self._game.cancelled_bullets.append(self) |
152
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150 |
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151 |
84 | 152 def update(self): |
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153 dx, dy = self.launch_delta |
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154 self.x += dx |
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155 self.y += dy |
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156 |
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157 if not self._anmrunner.run_frame(): |
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158 self.launch() |
84 | 159 |
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160 |
161
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161 def update_cancel(self): |
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162 dx, dy = self.delta |
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163 self.x += dx |
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164 self.y += dy |
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165 |
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166 if not self._anmrunner.run_frame(): |
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167 self._removed = True |
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168 |
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169 |
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170 def update_simple(self): |
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171 dx, dy = self.delta |
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172 self.x += dx |
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173 self.y += dy |
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174 |
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175 |
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176 def update_full(self): |
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177 sprite = self._sprite |
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178 |
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179 if self._anmrunner is not None and not self._anmrunner.run_frame(): |
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180 self._anmrunner = None |
84 | 181 |
182 #TODO: flags | |
183 x, y = self.x, self.y | |
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184 dx, dy = self.delta |
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186 if self.flags & 16: |
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187 length, angle = self.attributes[4:6] |
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188 angle = self.angle if angle < -900.0 else angle #TODO: is that right? |
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189 dx, dy = dx + cos(angle) * length, dy + sin(angle) * length |
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190 self.speed = (dx ** 2 + dy ** 2) ** 0.5 |
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191 self.angle = sprite.angle = atan2(dy, dx) |
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192 if sprite.automatic_orientation: |
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193 sprite._changed = True |
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194 self.delta = dx, dy |
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195 if self.frame == self.attributes[0]: #TODO: include last frame, or not? |
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196 self.flags ^= 16 |
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197 elif self.flags & 32: |
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198 #TODO: check |
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199 acceleration, angular_speed = self.attributes[4:6] |
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200 self.speed += acceleration |
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201 self.angle += angular_speed |
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202 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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203 self.delta = dx, dy |
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204 sprite.angle = self.angle |
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205 if sprite.automatic_orientation: |
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206 sprite._changed = True |
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207 if self.frame == self.attributes[0]: |
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208 self.flags ^= 32 |
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209 elif self.flags & 448: |
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210 #TODO: check |
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211 frame, count = self.attributes[0:2] |
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212 angle, speed = self.attributes[4:6] |
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213 if self.frame % frame == 0: |
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214 count = count - 1 |
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215 |
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216 if self.frame != 0: |
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217 self.speed = speed |
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218 |
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219 if self.flags & 64: |
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220 self.angle += angle |
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221 elif self.flags & 128: |
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222 self.angle = atan2(self.target.y - y, self.target.x - x) + angle |
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223 elif self.flags & 256: |
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224 self.angle = angle |
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225 |
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226 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
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227 self.delta = dx, dy |
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228 sprite.angle = self.angle |
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229 if sprite.automatic_orientation: |
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230 sprite._changed = True |
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231 |
127 | 232 if count >= 0: |
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233 self.speed_interpolator = Interpolator((self.speed,), self.frame, |
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234 (0.,), self.frame + frame - 1) |
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235 else: |
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236 self.flags &= ~448 |
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237 |
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238 self.attributes[1] = count |
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239 #TODO: other flags |
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240 elif not self.speed_interpolator and self._anmrunner is None: |
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241 self.update = self.update_simple |
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242 |
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243 if self.speed_interpolator: |
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244 self.speed_interpolator.update(self.frame) |
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245 self.speed, = self.speed_interpolator.values |
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246 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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247 self.delta = dx, dy |
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248 |
84 | 249 self.x, self.y = x + dx, y + dy |
250 | |
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251 self.frame += 1 |
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252 |