annotate pytouhou/game/item.py @ 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 b9d2db93972f
children b0abb05811f7
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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
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16 from math import cos, sin, atan2, pi
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17
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18 from pytouhou.game.element import Element
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19 from pytouhou.utils.interpolator import Interpolator
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20
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21
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22 class Indicator(Element):
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23 def __init__(self, item):
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24 Element.__init__(self)
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25
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26 self._item = item
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27
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28 self.sprite = item._item_type.indicator_sprite.copy()
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29
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30 self.frame = 0
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31 self.x = self._item.x
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32 self.y = self.sprite.texcoords[2] / 2.
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33
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34
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35 def update(self):
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36 #TODO: alpha
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37 self.x = self._item.x
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38 self.frame += 1
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39
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41
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42 class Item(Element):
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43 def __init__(self, start_pos, _type, item_type, game, angle=pi/2, player=None, end_pos=None):
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44 Element.__init__(self, start_pos)
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45
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46 self._game = game
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47 self._type = _type
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48 self._item_type = item_type
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49 self.sprite = item_type.sprite
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51 self.frame = 0
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52 self.angle = angle
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53 self.indicator = None
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55 if player:
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56 self.autocollect(player)
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57 else:
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58 self.player = None
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59
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60 if not player:
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61 #TODO: find the formulae in the binary.
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62 self.speed_interpolator = None
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63 if end_pos:
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64 self.pos_interpolator = Interpolator(start_pos, 0,
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65 end_pos, 60)
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66 else:
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67 self.speed_interpolator = Interpolator((-2.,), 0,
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68 (0.,), 60)
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69
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70 self.sprite.angle = angle
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72
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73 def autocollect(self, player):
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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 def on_collect(self, player):
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79 player_state = player.state
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80 old_power = player_state.power
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81 score = 0
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82 label = None
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83 color = 'white'
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84 player.play_sound('item00')
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85
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86 if self._type == 0 or self._type == 2: # power or big power
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87 if old_power < 128:
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88 player_state.power_bonus = 0
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89 score = 10
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90 player_state.power += (1 if self._type == 0 else 8)
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91 if player_state.power > 128:
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92 player_state.power = 128
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93 for level in (8, 16, 32, 48, 64, 96):
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94 if old_power < level and player_state.power >= level:
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95 label = self._game.new_label((self.x, self.y), ':') # Actually a “PowerUp” character.
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96 color = 'blue'
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97 label.set_color(color)
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98 labeled = True
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99 else:
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100 bonus = player_state.power_bonus + (1 if self._type == 0 else 8)
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101 if bonus > 30:
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102 bonus = 30
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103 if bonus < 9:
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104 score = (bonus + 1) * 10
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105 elif bonus < 18:
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106 score = (bonus - 8) * 100
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107 elif bonus < 30:
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108 score = (bonus - 17) * 1000
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109 elif bonus == 30:
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110 score = 51200
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111 color = 'yellow'
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112 player_state.power_bonus = bonus
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113 self._game.modify_difficulty(+1)
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114
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115 elif self._type == 1: # point
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116 player_state.points += 1
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117 poc = player.sht.point_of_collection
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118 if player_state.y < poc:
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119 score = 100000
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120 self._game.modify_difficulty(+30)
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121 color = 'yellow'
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122 else:
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123 #score = #TODO: find the formula.
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124 self._game.modify_difficulty(+3)
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125
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126 elif self._type == 3: # bomb
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127 if player_state.bombs < 8:
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128 player_state.bombs += 1
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129 self._game.modify_difficulty(+5)
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130
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131 elif self._type == 4: # full power
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132 score = 1000
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133 player_state.power = 128
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134
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135 elif self._type == 5: # 1up
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136 if player_state.lives < 8:
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137 player_state.lives += 1
198
13918723d1bc Modify difficulty when it has to.
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138 self._game.modify_difficulty(+200)
343
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139 player.play_sound('extend')
197
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140
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141 elif self._type == 6: # star
264
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142 score = 500
197
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143
264
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144 if old_power < 128 and player_state.power == 128:
197
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145 #TODO: display “full power”.
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146 self._game.change_bullets_into_star_items()
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147
264
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148 if score > 0:
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149 player_state.score += score
327
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150 if not label:
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151 label = self._game.new_label((self.x, self.y), str(score))
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152 if color != 'white':
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153 label.set_color(color)
264
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diff changeset
154
304
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diff changeset
155 self.removed = True
197
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156
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diff changeset
157
384
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diff changeset
158 @property
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diff changeset
159 def objects(self):
440
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diff changeset
160 if self.indicator is not None:
384
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diff changeset
161 return [self.indicator]
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162 return [self]
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163
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164
150
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165 def update(self):
153
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166 if self.frame == 60:
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167 self.speed_interpolator = Interpolator((0.,), 60,
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diff changeset
168 (3.,), 180)
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169
150
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170 if self.player is not None:
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171 self.angle = atan2(self.player.y - self.y, self.player.x - self.x)
153
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172 self.x += cos(self.angle) * self.speed
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173 self.y += sin(self.angle) * self.speed
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diff changeset
174 elif self.speed_interpolator is None:
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diff changeset
175 self.pos_interpolator.update(self.frame)
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diff changeset
176 self.x, self.y = self.pos_interpolator.values
150
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177 else:
153
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diff changeset
178 self.speed_interpolator.update(self.frame)
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179 self.speed, = self.speed_interpolator.values
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diff changeset
180 dx, dy = cos(self.angle) * self.speed, sin(self.angle) * self.speed
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diff changeset
181 self.x += dx
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diff changeset
182 self.y += dy
150
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parents:
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183
315
e935ed8dc5e6 Add out-of-screen item indicators.
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parents: 306
diff changeset
184 offscreen = self.y < -(self.sprite.texcoords[2] / 2.)
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diff changeset
185 if offscreen:
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diff changeset
186 self.indicator = self.indicator or Indicator(self)
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parents: 306
diff changeset
187 else:
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diff changeset
188 self.indicator = None
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parents: 306
diff changeset
189
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parents: 306
diff changeset
190 if self.indicator:
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parents: 306
diff changeset
191 self.indicator.update()
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parents: 306
diff changeset
192
153
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parents: 152
diff changeset
193 self.frame += 1
150
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parents:
diff changeset
194