from bulletml import parser
-# TODO(jfw): This is very non-Pythonic, it's pretty much just the
-# BulletML reference ActionImpl translated to Python.
-
PI_2 = math.pi * 2
__all__ = ["Action", "Bullet"]
class Action(object):
- """Running action implementation."""
+ """Running action implementation.
+
+ To implement new actions,
+
+ - Add a new element/class pair to parser.ActionDef.CONSTRUCTORS.
+ It should support FromXML, __getstate__, and __setstate__.
+ - Subclass impl.Action and override the 'handle' method to handle
+ your custom action type.
+ - Pass the impl.Bullet constructor your Action subclass when
+ creating your root Bullet.
+ """
def __init__(self, owner, parent, actions, params, rank, repeat=1):
self.actions = actions
self.previous_fire_direction = other.previous_fire_direction
self.previous_fire_speed = other.previous_fire_speed
- def step(self, owner, rank):
+ def step(self, owner, created, sin=math.sin, cos=math.cos):
"""Advance by one frame."""
- created = []
+ s_params = self.params
+ rank = owner.rank
if self.speed_frames > 0:
self.speed_frames -= 1
owner.my += self.my
if self.pc is None:
- return created
+ return
if self.wait_frames > 0:
self.wait_frames -= 1
- return created
+ return
while True:
self.pc += 1
action = self.actions[self.pc]
if isinstance(action, parser.Repeat):
- repeat, (actions, params) = action(self.params, rank)
- child = Action(owner, self, actions, params, rank, repeat)
+ repeat, (actions, params) = action(s_params, rank)
+ child = self.__class__(
+ owner, self, actions, params, rank, repeat)
owner.replace(self, child)
- created.extend(child.step(owner, rank))
+ child.step(owner, created, sin, cos)
break
elif isinstance(action, (parser.ActionDef, parser.ActionRef)):
- actions, params = action(self.params, rank)
- child = Action(owner, self, actions, params, rank)
+ actions, params = action(s_params, rank)
+ child = self.__class__(owner, self, actions, params, rank)
owner.replace(self, child)
- created.extend(child.step(owner, rank))
+ child.step(owner, created, sin, cos)
break
elif isinstance(action, (parser.FireDef, parser.FireRef)):
- direction, speed, actions, offset = action(self.params, rank)
+ direction, speed, offset, tags, actions = action(s_params, rank)
if direction:
direction, type = direction
if type == "aim" or type is None:
elif type == "relative":
# The reference Noiz implementation uses
# prvFireSpeed here, but the standard is
- # pretty clear -- "0 means that the direction
- # of this fire and the direction of the bullet
- # are the same".
+ # pretty clear -- "In case of the type is
+ # "relative", ... the speed is relative to the
+ # speed of this bullet."
speed += owner.speed
else:
speed = 1
x, y = owner.x, owner.y
if offset:
- off_x, off_y = offset(self.params, rank)
+ off_x, off_y = offset(s_params, rank)
if offset.type == "relative":
- sin = math.sin(direction)
- cos = math.cos(direction)
- x += cos * off_x + sin * off_y
- y += sin * off_x - cos * off_y
+ s = sin(direction)
+ c = cos(direction)
+ x += c * off_x + s * off_y
+ y += s * off_x - c * off_y
else:
x += off_x
y += off_y
- bullet = Bullet(
- x, y, direction, speed, owner.target, actions, self, rank)
+ bullet = owner.__class__(
+ x=x, y=y, direction=direction, speed=speed,
+ target=owner.target, actions=actions, rank=rank,
+ tags=tags, Action=self.__class__)
created.append(bullet)
elif isinstance(action, parser.ChangeSpeed):
- frames, (speed, type) = action(self.params, rank)
+ frames, (speed, type) = action(s_params, rank)
self.speed_frames = frames
- if type == "sequence":
+ if frames <= 0:
+ if type == "absolute":
+ owner.speed = speed
+ elif type == "relative":
+ owner.speed += speed
+ elif type == "sequence":
self.speed = speed
elif type == "relative":
self.speed = speed / frames
self.speed = (speed - owner.speed) / frames
elif isinstance(action, parser.ChangeDirection):
- frames, (direction, type) = action(self.params, rank)
+ frames, (direction, type) = action(s_params, rank)
self.direction_frames = frames
self.aiming = False
if type == "sequence":
self.direction = direction
else:
if type == "absolute":
- self.direction = (
- direction - owner.direction) % PI_2
- elif type == "relative":
- self.direction = direction
- else:
+ direction -= owner.direction
+ elif type != "relative": # aim or default
self.aiming = True
- self.direction = (
- direction
- + owner.aim
- - owner.direction) % PI_2
+ direction += owner.aim - owner.direction
- if self.direction > math.pi:
- self.direction -= PI_2
- if self.direction < -math.pi:
- self.direction += PI_2
- self.direction /= self.direction_frames
+ # Normalize to [-pi, pi).
+ direction = (direction + math.pi) % PI_2 - math.pi
+ if frames <= 0:
+ owner.direction += direction
+ else:
+ self.direction = direction / frames
elif isinstance(action, parser.Accel):
- frames, horizontal, vertical = action(self.params, rank)
+ frames, horizontal, vertical = action(s_params, rank)
self.accel_frames = frames
if horizontal:
mx, type = horizontal
- if type == "sequence":
+ if frames <= 0:
+ if type == "absolute":
+ owner.mx = mx
+ elif type == "relative":
+ owner.mx += mx
+ elif type == "sequence":
self.mx = mx
elif type == "absolute":
self.mx = (mx - owner.mx) / frames
self.mx = mx / frames
if vertical:
my, type = vertical
- if type == "sequence":
+ if frames <= 0:
+ if type == "absolute":
+ owner.my = my
+ elif type == "relative":
+ owner.my += my
+ elif type == "sequence":
self.my = my
elif type == "absolute":
self.my = (my - owner.my) / frames
elif type == "relative":
self.my = my / frames
+ elif isinstance(action, parser.Tag):
+ owner.tags.add(action.tag)
+
+ elif isinstance(action, parser.Untag):
+ try:
+ owner.tags.remove(action.tag)
+ except KeyError:
+ pass
+
elif isinstance(action, parser.Wait):
- self.wait_frames = action(self.params, rank)
+ self.wait_frames = action(s_params, rank)
break
elif isinstance(action, parser.Vanish):
owner.vanish()
break
- return created
+ else:
+ self.handle(action, owner, created, sin, cos)
+
+ def handle(self, action, owner, created, sin, cos):
+ """Override in subclasses for new action types."""
+ raise NotImplementedError(action.__class__.__name__)
class Bullet(object):
"""Simple bullet implementation.
target - object with .x and .y fields for "aim" directions
vanished - set to true by a <vanish> action
rank - game difficulty, 0 to 1, default 0.5
+ tags - string tags set by the running actions
Contructor Arguments:
x, y, direction, speed, target, rank - same as the attributes
actions - internal action list
- parent - parent of actions, None for manually-created bullets
+ Action - custom Action constructor
"""
def __init__(self, x=0, y=0, direction=0, speed=0, target=None,
- actions=(), parent=None, rank=0.5):
+ actions=(), rank=0.5, tags=(), Action=Action):
self.x = self.px = x
self.y = self.py = y
self.mx = 0
self.vanished = False
self.target = target
self.rank = rank
+ self.tags = set(tags)
# New bullets reset the parent hierarchy.
self._actions = [Action(self, None, action, params, rank)
for action, params in actions]
+ @classmethod
+ def FromDocument(cls, doc, x=0, y=0, direction=0, speed=0, target=None,
+ params=(), rank=0.5, Action=Action):
+ """Construct a new Bullet from a loaded BulletML document."""
+ actions = [a(params, rank) for a in doc.actions]
+ return cls(x=x, y=y, direction=direction, speed=speed,
+ target=target, actions=actions, rank=rank, Action=Action)
+
def __repr__(self):
return ("%s(%r, %r, accel=%r, direction=%r, speed=%r, "
"actions=%r, target=%r, vanished=%r)") % (
@property
def aim(self):
- """Angle to the target, in radians."""
- if self.target is None:
- return self.direction
+ """Angle to the target, in radians.
+
+ If the target does not exist or cannot be found, return 0.
+ """
+ try:
+ target_x = self.target.x
+ target_y = self.target.y
+ except AttributeError:
+ return 0
else:
- return math.atan2(self.target.x - self.x, self.y - self.target.y)
+ return math.atan2(target_x - self.x, self.y - target_y)
@property
def finished(self):
else:
self._actions[idx] = new
- def step(self):
+ def step(self, sin=math.sin, cos=math.cos):
"""Advance by one frame.
This updates the position and velocity, and may also set the
created = []
for action in self._actions:
- created.extend(action.step(self, self.rank))
+ action.step(self, created, sin, cos)
self.px = self.x
self.py = self.y
- self.x += self.mx + math.sin(self.direction) * self.speed
- self.y += self.my - math.cos(self.direction) * self.speed
+ self.x += self.mx + sin(self.direction) * self.speed
+ self.y += self.my - cos(self.direction) * self.speed
return created