Mercurial > touhou
annotate pytouhou/game/bullet.py @ 203:df8b2ab54639
Make pylint slightly happier (and code analysis easier)
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 31 Oct 2011 19:29:47 +0100 |
parents | ee0bbde02c48 |
children | 0595315d3880 |
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, player_bullet=False): |
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25 self._game = game |
84 | 26 self._sprite = None |
27 self._anmrunner = None | |
28 self._removed = False | |
29 self._launched = False | |
123 | 30 self._bullet_type = bullet_type |
84 | 31 |
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32 self.hitbox_half_size = bullet_type.hitbox_size / 2. |
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33 |
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34 self.speed_interpolator = None |
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35 self.frame = 0 |
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36 self.grazed = False |
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37 |
84 | 38 self.player = player |
39 | |
40 self.sprite_idx_offset = sprite_idx_offset | |
41 | |
42 self.flags = flags | |
43 self.attributes = list(attributes) | |
44 | |
45 self.x, self.y = pos | |
46 self.angle = angle | |
47 self.speed = speed | |
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48 dx, dy = cos(angle) * speed, sin(angle) * speed |
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49 self.delta = dx, dy |
84 | 50 |
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51 self.player_bullet = player_bullet |
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52 |
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53 #TODO |
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54 if flags & 14: |
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55 if flags & 2: |
123 | 56 index = bullet_type.launch_anim2_index |
57 launch_mult = bullet_type.launch_anim_penalties[0] | |
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58 elif flags & 4: |
123 | 59 index = bullet_type.launch_anim4_index |
60 launch_mult = bullet_type.launch_anim_penalties[1] | |
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61 else: |
123 | 62 index = bullet_type.launch_anim8_index |
63 launch_mult = bullet_type.launch_anim_penalties[2] | |
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64 self.launch_delta = dx * launch_mult, dy * launch_mult |
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65 self._sprite = Sprite() |
123 | 66 self._anmrunner = ANMRunner(bullet_type.anm_wrapper, |
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67 index, self._sprite, |
123 | 68 bullet_type.launch_anim_offsets[sprite_idx_offset]) |
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69 self._anmrunner.run_frame() |
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70 else: |
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71 self.launch() |
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72 |
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73 if self.player_bullet: |
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74 self._sprite.angle = angle - pi |
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75 else: |
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76 self._sprite.angle = angle |
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77 |
84 | 78 |
79 def is_visible(self, screen_width, screen_height): | |
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80 tx, ty, tw, th = self._sprite.texcoords |
123 | 81 x, y = self.x, self.y |
84 | 82 |
83 max_x = tw / 2. | |
84 max_y = th / 2. | |
85 | |
123 | 86 if (max_x < x - screen_width |
87 or max_x < -x | |
88 or max_y < y - screen_height | |
89 or max_y < -y): | |
84 | 90 return False |
91 return True | |
92 | |
93 | |
122
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94 def set_anim(self, sprite_idx_offset=None): |
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95 if sprite_idx_offset is not None: |
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96 self.sprite_idx_offset = sprite_idx_offset |
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97 |
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98 bt = self._bullet_type |
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99 self._sprite = Sprite() |
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100 if self.player_bullet: |
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101 self._sprite.angle = self.angle - pi |
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102 else: |
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103 self._sprite.angle = self.angle |
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104 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.anim_index, |
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105 self._sprite, self.sprite_idx_offset) |
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106 self._anmrunner.run_frame() |
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107 |
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108 |
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109 def launch(self): |
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110 self._launched = True |
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111 self.update = self.update_full |
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112 self.set_anim() |
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113 if self.flags & 1: |
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114 self.speed_interpolator = Interpolator((self.speed + 5.,), 0, |
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115 (self.speed,), 16) |
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116 |
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117 |
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118 def collide(self): |
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119 self.cancel() |
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120 |
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121 |
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122 def cancel(self): |
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123 # Cancel animation |
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124 bt = self._bullet_type |
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125 self._sprite = Sprite() |
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126 if self.player_bullet: |
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127 self._sprite.angle = self.angle - pi |
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128 else: |
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129 self._sprite.angle = self.angle |
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130 self._anmrunner = ANMRunner(bt.anm_wrapper, bt.cancel_anim_index, |
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131 self._sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) |
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132 self._anmrunner.run_frame() |
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133 self.delta = self.delta[0] / 2., self.delta[1] / 2. |
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134 |
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135 # Change update method |
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136 self.update = self.update_cancel |
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137 |
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138 # Do not use this one for collisions anymore |
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139 if self.player_bullet: |
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140 self._game.players_bullets.remove(self) |
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141 else: |
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142 self._game.bullets.remove(self) |
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143 self._game.cancelled_bullets.append(self) |
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144 |
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145 |
84 | 146 def update(self): |
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147 dx, dy = self.launch_delta |
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148 self.x += dx |
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149 self.y += dy |
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150 |
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151 if not self._anmrunner.run_frame(): |
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152 self.launch() |
84 | 153 |
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154 |
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155 def update_cancel(self): |
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156 dx, dy = self.delta |
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157 self.x += dx |
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158 self.y += dy |
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159 |
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160 if not self._anmrunner.run_frame(): |
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161 self._removed = True |
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162 |
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163 |
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164 def update_simple(self): |
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165 dx, dy = self.delta |
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166 self.x += dx |
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167 self.y += dy |
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168 |
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169 |
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170 def update_full(self): |
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171 sprite = self._sprite |
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172 |
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173 if self._anmrunner is not None and not self._anmrunner.run_frame(): |
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174 self._anmrunner = None |
84 | 175 |
176 #TODO: flags | |
177 x, y = self.x, self.y | |
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178 dx, dy = self.delta |
84 | 179 |
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180 if self.flags & 16: |
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181 length, angle = self.attributes[4:6] |
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182 angle = self.angle if angle < -900.0 else angle #TODO: is that right? |
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183 dx, dy = dx + cos(angle) * length, dy + sin(angle) * length |
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184 self.angle = sprite.angle = atan2(dy, dx) |
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185 if sprite.automatic_orientation: |
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186 sprite._changed = True |
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187 self.delta = dx, dy |
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188 if self.frame == self.attributes[0]: #TODO: include last frame, or not? |
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189 self.flags ^= 16 |
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190 elif self.flags & 32: |
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191 #TODO: check |
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192 acceleration, angular_speed = self.attributes[4:6] |
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193 self.speed += acceleration |
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194 self.angle += angular_speed |
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195 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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196 self.delta = dx, dy |
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197 sprite.angle = self.angle |
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198 if sprite.automatic_orientation: |
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199 sprite._changed = True |
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200 if self.frame == self.attributes[0]: |
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201 self.flags ^= 32 |
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202 elif self.flags & 448: |
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203 #TODO: check |
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204 frame, count = self.attributes[0:2] |
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205 angle, speed = self.attributes[4:6] |
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206 if self.frame % frame == 0: |
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207 count = count - 1 |
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208 |
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209 if self.frame != 0: |
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210 self.speed = speed |
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211 |
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212 if self.flags & 64: |
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213 self.angle += angle |
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214 elif self.flags & 128: |
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215 self.angle = atan2(self.player.y - y, self.player.x - x) + angle |
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216 elif self.flags & 256: |
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217 self.angle = angle |
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218 |
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219 dx, dy = cos(self.angle) * speed, sin(self.angle) * speed |
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220 self.delta = dx, dy |
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221 sprite.angle = self.angle |
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222 if sprite.automatic_orientation: |
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223 sprite._changed = True |
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224 |
127 | 225 if count >= 0: |
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226 self.speed_interpolator = Interpolator((self.speed,), self.frame, |
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227 (0.,), self.frame + frame - 1) |
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228 else: |
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229 self.flags &= ~448 |
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230 |
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231 self.attributes[1] = count |
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232 #TODO: other flags |
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233 elif not self.speed_interpolator and self._anmrunner is None: |
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234 self.update = self.update_simple |
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235 |
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236 if self.speed_interpolator: |
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237 self.speed_interpolator.update(self.frame) |
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238 self.speed, = self.speed_interpolator.values |
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239 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
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240 self.delta = dx, dy |
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241 |
84 | 242 self.x, self.y = x + dx, y + dy |
243 | |
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244 self.frame += 1 |
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245 |