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Add kiai fountains to main menu
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52
osu.Game.Tests/Visual/Menus/TestSceneStarFountain.cs
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52
osu.Game.Tests/Visual/Menus/TestSceneStarFountain.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Screens.Menu;
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namespace osu.Game.Tests.Visual.Menus
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{
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[TestFixture]
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public partial class TestSceneStarFountain : OsuTestScene
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{
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("make fountains", () =>
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{
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Children = new[]
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{
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new StarFountain
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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X = 200,
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},
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new StarFountain
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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X = -200,
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},
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};
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});
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}
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[Test]
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public void TestPew()
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{
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AddRepeatStep("activate fountains sometimes", () =>
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{
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foreach (var fountain in Children.OfType<StarFountain>())
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{
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if (RNG.NextSingle() > 0.8f)
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fountain.Shoot();
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}
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}, 150);
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}
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}
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}
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67
osu.Game/Screens/Menu/KiaiMenuFountains.cs
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67
osu.Game/Screens/Menu/KiaiMenuFountains.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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namespace osu.Game.Screens.Menu
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{
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public partial class KiaiMenuFountains : BeatSyncedContainer
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{
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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Children = new[]
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{
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new StarFountain
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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X = 250,
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},
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new StarFountain
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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X = -250,
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},
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};
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}
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private bool isTriggered;
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private double? lastTrigger;
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (effectPoint.KiaiMode && !isTriggered)
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{
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bool isNearEffectPoint = Math.Abs(BeatSyncSource.Clock.CurrentTime - effectPoint.Time) < 500;
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if (isNearEffectPoint)
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Shoot();
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}
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isTriggered = effectPoint.KiaiMode;
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}
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public void Shoot()
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{
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if (lastTrigger != null && Clock.CurrentTime - lastTrigger < 500)
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return;
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foreach (var fountain in Children.OfType<StarFountain>())
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fountain.Shoot();
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lastTrigger = Clock.CurrentTime;
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}
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}
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}
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@ -136,6 +136,7 @@ namespace osu.Game.Screens.Menu
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Origin = Anchor.TopRight,
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Margin = new MarginPadding { Right = 15, Top = 5 }
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},
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new KiaiMenuFountains(),
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holdToExitGameOverlay?.CreateProxy() ?? Empty()
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});
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102
osu.Game/Screens/Menu/StarFountain.cs
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102
osu.Game/Screens/Menu/StarFountain.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Pooling;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osuTK;
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namespace osu.Game.Screens.Menu
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{
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public partial class StarFountain : CompositeDrawable
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{
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private DrawablePool<Star> starPool = null!;
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private Container starContainer = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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starPool = new DrawablePool<Star>(192),
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starContainer = new Container()
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};
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}
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public void Shoot()
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{
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int dir = RNG.Next(-1, 2);
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for (int i = 0; i < 192; i++)
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{
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double offset = i * 3;
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starContainer.Add(starPool.Get(s =>
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{
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s.Velocity = new Vector2(dir * 0.6f + RNG.NextSingle(-0.25f, 0.25f), -RNG.NextSingle(2.2f, 2.4f));
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s.Position = new Vector2(RNG.NextSingle(-5, 5), 50);
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s.Hide();
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using (s.BeginDelayedSequence(offset))
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{
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s.FadeIn();
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s.ScaleTo(1);
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double duration = RNG.Next(300, 1300);
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s.FadeOutFromOne(duration, Easing.Out);
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s.ScaleTo(RNG.NextSingle(1, 2.8f), duration, Easing.Out);
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s.Expire();
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}
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}));
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}
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}
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private partial class Star : PoolableDrawable
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{
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public Vector2 Velocity = Vector2.Zero;
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private float rotation;
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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AutoSizeAxes = Axes.Both;
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Origin = Anchor.Centre;
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InternalChildren = new Drawable[]
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{
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new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Blending = BlendingParameters.Additive,
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Scale = new Vector2(0.5f),
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Texture = textures.Get("Menu/fountain-star")
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}
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};
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rotation = RNG.NextSingle(-2f, 2f);
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}
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protected override void Update()
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{
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const float gravity = 0.004f;
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base.Update();
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float elapsed = (float)Time.Elapsed;
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Position += Velocity * elapsed;
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Velocity += new Vector2(0, elapsed * gravity);
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Rotation += rotation * elapsed;
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}
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}
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}
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}
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