Mercurial > touhou
annotate pytouhou/game/item.pyx @ 449:d56536ef28e8
Improve render_elements’ speed a lot, and fix it in some corner cases. Thanks liori!
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 03 Aug 2013 15:49:11 +0200 |
parents | 78e1c3864e73 |
children | feecdb4a8928 |
rev | line source |
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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 libc.math cimport cos, sin, atan2, M_PI as pi |
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16 |
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17 |
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18 cdef class Indicator(Element): |
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19 def __init__(self, Item item): |
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20 Element.__init__(self) |
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21 |
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22 self._item = item |
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23 self.sprite = item._item_type.indicator_sprite.copy() |
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24 |
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25 self.x = self._item.x |
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26 self.y = self.sprite.texcoords[2] / 2. |
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27 |
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28 |
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29 cpdef update(self): |
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30 #TODO: alpha |
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31 self.x = self._item.x |
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32 |
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33 |
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34 |
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35 cdef class Item(Element): |
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36 def __init__(self, start_pos, long _type, item_type, Game game, double angle=pi/2, Player player=None, end_pos=None): |
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37 Element.__init__(self, start_pos) |
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38 |
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39 self._game = game |
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40 self._type = _type |
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41 self._item_type = item_type |
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42 self.sprite = item_type.sprite |
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43 |
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44 self.frame = 0 |
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45 self.angle = angle |
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46 self.indicator = None |
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47 |
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48 if player is not None: |
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49 self.autocollect(player) |
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50 else: |
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51 self.player = None |
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52 |
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53 #TODO: find the formulae in the binary. |
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54 self.speed_interpolator = None |
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55 if end_pos: |
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56 self.pos_interpolator = Interpolator(start_pos, 0, |
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57 end_pos, 60) |
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58 else: |
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59 self.speed_interpolator = Interpolator((-2.,), 0, |
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60 (0.,), 60) |
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61 |
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62 self.sprite.angle = angle |
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63 |
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64 |
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65 property objects: |
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66 def __get__(self): |
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67 if self.indicator is not None: |
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68 return [self.indicator] |
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69 return [self] |
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70 |
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71 |
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72 cpdef autocollect(self, Player player): |
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73 if self.player is None: |
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74 self.player = player |
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75 self.speed = player.sht.autocollection_speed |
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76 |
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77 |
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78 cpdef on_collect(self, Player player): |
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79 cdef long level, poc |
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80 |
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81 player_state = player.state |
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82 old_power = player_state.power |
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83 score = 0 |
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84 label = None |
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85 color = 'white' |
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86 player.play_sound('item00') |
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87 |
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88 if self._type == 0 or self._type == 2: # power or big power |
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89 if old_power < 128: |
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90 player_state.power_bonus = 0 |
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91 score = 10 |
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92 player_state.power += (1 if self._type == 0 else 8) |
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93 if player_state.power > 128: |
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94 player_state.power = 128 |
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95 for level in (8, 16, 32, 48, 64, 96): |
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96 if old_power < level and player_state.power >= level: |
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97 label = self._game.new_label((self.x, self.y), ':') # Actually a “PowerUp” character. |
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98 color = 'blue' |
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99 label.set_color(color) |
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100 labeled = True |
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101 else: |
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102 bonus = player_state.power_bonus + (1 if self._type == 0 else 8) |
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103 if bonus > 30: |
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104 bonus = 30 |
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105 if bonus < 9: |
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106 score = (bonus + 1) * 10 |
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107 elif bonus < 18: |
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108 score = (bonus - 8) * 100 |
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109 elif bonus < 30: |
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110 score = (bonus - 17) * 1000 |
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111 elif bonus == 30: |
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112 score = 51200 |
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113 color = 'yellow' |
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114 player_state.power_bonus = bonus |
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115 self._game.modify_difficulty(+1) |
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116 |
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117 elif self._type == 1: # point |
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118 player_state.points += 1 |
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119 poc = player.sht.point_of_collection |
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120 if player_state.y < poc: |
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121 score = 100000 |
198
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122 self._game.modify_difficulty(+30) |
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123 color = 'yellow' |
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124 else: |
264
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125 #score = #TODO: find the formula. |
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126 self._game.modify_difficulty(+3) |
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127 |
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128 elif self._type == 3: # bomb |
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129 if player_state.bombs < 8: |
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130 player_state.bombs += 1 |
198
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131 self._game.modify_difficulty(+5) |
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132 |
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133 elif self._type == 4: # full power |
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134 score = 1000 |
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135 player_state.power = 128 |
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136 |
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137 elif self._type == 5: # 1up |
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138 if player_state.lives < 8: |
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139 player_state.lives += 1 |
198
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140 self._game.modify_difficulty(+200) |
343
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141 player.play_sound('extend') |
197
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142 |
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143 elif self._type == 6: # star |
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144 score = 500 |
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145 |
264
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146 if old_power < 128 and player_state.power == 128: |
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147 #TODO: display “full power”. |
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148 self._game.change_bullets_into_star_items() |
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149 |
264
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150 if score > 0: |
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151 player_state.score += score |
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152 if label is None: |
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153 label = self._game.new_label((self.x, self.y), str(score)) |
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154 if color != 'white': |
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155 label.set_color(color) |
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156 |
304
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157 self.removed = True |
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158 |
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159 |
446
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160 cpdef update(self): |
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161 cdef bint offscreen |
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162 |
153
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163 if self.frame == 60: |
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164 self.speed_interpolator = Interpolator((0.,), 60, |
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165 (3.,), 180) |
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166 |
150
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167 if self.player is not None: |
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168 player_state = self.player.state |
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169 self.angle = atan2(player_state.y - self.y, player_state.x - self.x) |
153
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170 self.x += cos(self.angle) * self.speed |
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171 self.y += sin(self.angle) * self.speed |
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172 elif self.speed_interpolator is None: |
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173 self.pos_interpolator.update(self.frame) |
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174 self.x, self.y = self.pos_interpolator.values |
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175 else: |
153
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176 self.speed_interpolator.update(self.frame) |
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177 self.speed, = self.speed_interpolator.values |
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178 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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179 self.x += dx |
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180 self.y += dy |
150
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181 |
446
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182 offscreen = self.y < -(<double>self.sprite.texcoords[2] / 2.) |
315
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183 if offscreen: |
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184 if self.indicator is None: |
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185 self.indicator = Indicator(self) |
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186 self.indicator.update() |
315
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187 else: |
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188 self.indicator = None |
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189 |
153
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190 self.frame += 1 |