Mercurial > touhou
annotate pytouhou/game/bullet.pyx @ 444:f26c8ab57257
Use a simple for loop to determine the power level of the player; fixes a traceback when the SHT has no shot at all.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Fri, 30 Aug 2013 14:16:08 +0200 |
parents | 6b4c3e250bd6 |
children | 78e1c3864e73 |
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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Type Bullet more, to improve performances.
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15 from libc.math cimport cos, sin, atan2, M_PI as pi |
84 | 16 |
17 from pytouhou.vm.anmrunner import ANMRunner | |
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18 from pytouhou.game.sprite cimport Sprite |
84 | 19 |
20 | |
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21 LAUNCHING, LAUNCHED, CANCELLED = range(3) |
236
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22 |
440
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Add a base Element class for every object in pytouhou.game.
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23 cdef class Bullet(Element): |
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24 def __init__(self, pos, bullet_type, unsigned long sprite_idx_offset, |
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25 double angle, double speed, attributes, unsigned long flags, target, game, |
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26 bint player_bullet=False, unsigned long damage=0, hitbox=None): |
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27 cdef double launch_mult |
257
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28 |
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29 Element.__init__(self, pos) |
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30 |
151
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31 self._game = game |
123 | 32 self._bullet_type = bullet_type |
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33 self.state = LAUNCHING |
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34 self.was_visible = True |
84 | 35 |
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36 if hitbox is not None: |
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37 self.hitbox = hitbox |
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38 else: |
390
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39 self.hitbox = (bullet_type.hitbox_size, bullet_type.hitbox_size) |
142
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40 |
86
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41 self.speed_interpolator = None |
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42 self.frame = 0 |
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43 self.grazed = False |
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44 |
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45 self.target = target |
84 | 46 |
47 self.sprite_idx_offset = sprite_idx_offset | |
48 | |
49 self.flags = flags | |
50 self.attributes = list(attributes) | |
51 | |
52 self.angle = angle | |
53 self.speed = speed | |
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54 self.dx, self.dy = cos(angle) * speed, sin(angle) * speed |
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] | |
122
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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.dx, self.dy = self.dx * launch_mult, self.dy * launch_mult |
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71 self.sprite = Sprite() |
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72 self.anmrunner = ANMRunner(bullet_type.anm, |
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73 index, self.sprite, |
123 | 74 bullet_type.launch_anim_offsets[sprite_idx_offset]) |
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75 else: |
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76 self.launch() |
88
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77 |
163
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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 |
86
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82 |
84 | 83 |
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84 cdef bint is_visible(self, unsigned int screen_width, unsigned int screen_height): |
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85 cdef double tw, th |
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86 |
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87 tw, th = self.sprite.texcoords[2:] |
123 | 88 x, y = self.x, self.y |
84 | 89 |
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90 max_x = tw / 2 |
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91 max_y = th / 2 |
84 | 92 |
123 | 93 if (max_x < x - screen_width |
94 or max_x < -x | |
95 or max_y < y - screen_height | |
96 or max_y < -y): | |
84 | 97 return False |
98 return True | |
99 | |
100 | |
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101 cpdef set_anim(self, sprite_idx_offset=None): |
107
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102 if sprite_idx_offset is not None: |
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103 self.sprite_idx_offset = sprite_idx_offset |
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104 |
122
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105 bt = self._bullet_type |
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106 self.sprite = Sprite() |
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107 if self.player_bullet: |
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108 self.sprite.angle = self.angle - pi |
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109 else: |
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110 self.sprite.angle = self.angle |
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111 self.anmrunner = ANMRunner(bt.anm, bt.anim_index, |
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112 self.sprite, self.sprite_idx_offset) |
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113 |
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114 |
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115 cdef void launch(self): |
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116 self.state = LAUNCHED |
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117 self.frame = 0 |
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118 self.set_anim() |
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119 self.dx, self.dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed |
328
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120 |
122
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121 if self.flags & 1: |
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122 self.speed_interpolator = Interpolator((self.speed + 5.,), 0, |
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123 (self.speed,), 16) |
107
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124 |
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125 |
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126 cpdef collide(self): |
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127 self.cancel() |
388
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128 self._game.new_particle((self.x, self.y), 10, 256) #TODO: find the real size. |
161
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129 |
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130 |
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131 cpdef cancel(self): |
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132 # Cancel animation |
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133 bt = self._bullet_type |
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134 self.sprite = Sprite() |
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135 if self.player_bullet: |
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136 self.sprite.angle = self.angle - pi |
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137 else: |
304
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138 self.sprite.angle = self.angle |
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139 self.anmrunner = ANMRunner(bt.anm, bt.cancel_anim_index, |
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140 self.sprite, bt.launch_anim_offsets[self.sprite_idx_offset]) |
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141 self.dx, self.dy = self.dx / 2., self.dy / 2. |
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142 |
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143 self.state = CANCELLED |
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144 |
152
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145 |
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146 cpdef update(self): |
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147 cdef int frame, count, game_width, game_height |
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148 cdef double length, angle, speed, acceleration, angular_speed |
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149 |
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150 if self.anmrunner is not None and not self.anmrunner.run_frame(): |
335
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151 if self.state == LAUNCHING: |
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152 #TODO: check if it doesn't skip a frame |
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153 self.launch() |
335
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154 elif self.state == CANCELLED: |
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155 self.removed = True |
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156 else: |
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157 self.anmrunner = None |
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158 |
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159 if self.state == LAUNCHING: |
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160 pass |
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161 elif self.state == CANCELLED: |
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162 pass |
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163 elif self.flags & 1: |
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164 # Initial speed burst |
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165 #TODO: use frame instead of interpolator? |
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166 if not self.speed_interpolator: |
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167 self.flags &= ~1 |
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168 elif self.flags & 16: |
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169 # Each frame, add a vector to the speed vector |
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170 length, angle = self.attributes[4:6] |
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171 angle = self.angle if angle < -900.0 else angle #TODO: is that right? |
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172 self.dx += cos(angle) * length |
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173 self.dy += sin(angle) * length |
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174 self.speed = (self.dx ** 2 + self.dy ** 2) ** 0.5 |
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175 self.angle = self.sprite.angle = atan2(self.dy, self.dx) |
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176 if self.sprite.automatic_orientation: |
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177 self.sprite.changed = True |
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178 if self.frame == self.attributes[0]: #TODO: include last frame, or not? |
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179 self.flags &= ~16 |
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180 elif self.flags & 32: |
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181 # Each frame, accelerate and rotate |
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182 #TODO: check |
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183 acceleration, angular_speed = self.attributes[4:6] |
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184 self.speed += acceleration |
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185 self.angle += angular_speed |
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186 self.dx = cos(self.angle) * self.speed |
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187 self.dy = sin(self.angle) * self.speed |
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188 self.sprite.angle = self.angle |
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189 if self.sprite.automatic_orientation: |
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190 self.sprite.changed = True |
149
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191 if self.frame == self.attributes[0]: |
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192 self.flags &= ~32 |
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193 elif self.flags & 448: |
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194 #TODO: check |
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195 frame, count = self.attributes[0:2] |
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196 angle, speed = self.attributes[4:6] |
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197 if self.frame % frame == 0: |
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198 count -= 1 |
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199 |
124
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200 if self.frame != 0: |
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201 self.speed = self.speed if speed < -900 else speed |
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202 |
124
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203 if self.flags & 64: |
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204 self.angle += angle |
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205 elif self.flags & 128: |
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206 self.angle = atan2(self.target.y - self.y, |
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207 self.target.x - self.x) + angle |
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208 elif self.flags & 256: |
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209 self.angle = angle |
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210 |
256
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211 self.dx = cos(self.angle) * self.speed |
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212 self.dy = sin(self.angle) * self.speed |
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213 self.sprite.angle = self.angle |
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214 if self.sprite.automatic_orientation: |
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215 self.sprite.changed = True |
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216 |
127 | 217 if count >= 0: |
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218 self.speed_interpolator = Interpolator((self.speed,), self.frame, |
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219 (0.,), self.frame + frame - 1) |
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220 else: |
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221 self.flags &= ~448 |
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222 |
89
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223 self.attributes[1] = count |
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224 |
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225 # Common updates |
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226 |
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227 if self.speed_interpolator: |
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228 self.speed_interpolator.update(self.frame) |
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229 speed, = self.speed_interpolator.values |
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230 self.dx = cos(self.angle) * speed |
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231 self.dy = sin(self.angle) * speed |
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232 |
256
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233 self.x += self.dx |
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234 self.y += self.dy |
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236 self.frame += 1 |
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237 |
442
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238 game_width, game_height = self._game.width, self._game.height |
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239 |
258
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240 # Filter out-of-screen bullets and handle special flags |
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241 if self.flags & 448: |
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242 self.was_visible = False |
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243 elif self.is_visible(game_width, game_height): |
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244 self.was_visible = True |
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245 elif self.was_visible: |
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246 self.removed = True |
260
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247 if self.flags & (1024 | 2048) and self.attributes[0] > 0: |
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248 # Bounce! |
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249 if self.x < 0 or self.x > game_width: |
260
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250 self.angle = pi - self.angle |
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251 self.removed = False |
442
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252 if self.y < 0 or ((self.flags & 1024) and self.y > game_height): |
260
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253 self.angle = -self.angle |
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254 self.removed = False |
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255 self.sprite.angle = self.angle |
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256 if self.sprite.automatic_orientation: |
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257 self.sprite.changed = True |
260
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258 self.dx = cos(self.angle) * self.speed |
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259 self.dy = sin(self.angle) * self.speed |
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260 self.attributes[0] -= 1 |