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Action.CUSTOM: New action types without subclassing.
[python-bulletml.git]
/
bulletml-runner
diff --git
a/bulletml-runner
b/bulletml-runner
index
ec6007b
..
3dfdfa3
100755
(executable)
--- a/
bulletml-runner
+++ b/
bulletml-runner
@@
-7,6
+7,20
@@
import time
import pygame
import bulletml
import pygame
import bulletml
+import bulletml.bulletyaml
+from bulletml.collision import collides_all
+
+try:
+ import yaml
+except ImportError:
+ yaml = None
+
+try:
+ import psyco
+except ImportError:
+ pass
+else:
+ psyco.full()
def main(argv):
if not argv:
def main(argv):
if not argv:
@@
-14,19
+28,24
@@
def main(argv):
pygame.display.init()
screen = pygame.display.set_mode([600, 600], pygame.DOUBLEBUF)
pygame.display.init()
screen = pygame.display.set_mode([600, 600], pygame.DOUBLEBUF)
- bullet = pygame.Surface([3, 3])
- bullet.fill([255, 0, 0])
+ red = pygame.Surface([3, 3])
+ red.fill([255, 0, 0])
+ green = pygame.Surface([3, 3])
+ green.fill([0, 255, 0])
+ blue = pygame.Surface([3, 3])
+ blue.fill([0, 0, 255])
clock = pygame.time.Clock()
target = bulletml.Bullet()
clock = pygame.time.Clock()
target = bulletml.Bullet()
+ bullets = dict(red=red, green=green, blue=blue)
+
file_idx = 0
while True:
filename = argv[file_idx % len(argv)]
doc = bulletml.BulletML.FromDocument(open(filename, "rU"))
file_idx = 0
while True:
filename = argv[file_idx % len(argv)]
doc = bulletml.BulletML.FromDocument(open(filename, "rU"))
- actions = [act([], 0.5) for act in doc.top]
- source = bulletml.Bullet(
- x=150, y=150, target=target, actions=actions, rank=0.5)
+ source = bulletml.Bullet.FromDocument(
+ doc, x=150, y=150, target=target, rank=0.5)
active = set([source])
source.vanished = True
active = set([source])
source.vanished = True
@@
-59,7
+78,7
@@
def main(argv):
elif event.key == pygame.K_RETURN:
newfile = True
elif event.key == pygame.K_s:
elif event.key == pygame.K_RETURN:
newfile = True
elif event.key == pygame.K_s:
- actions = [act([], 0.5) for act in doc.
top
]
+ actions = [act([], 0.5) for act in doc.
actions
]
source = bulletml.Bullet(
x=150, y=150, target=target,
actions=actions, rank=0.5)
source = bulletml.Bullet(
x=150, y=150, target=target,
actions=actions, rank=0.5)
@@
-68,12
+87,13
@@
def main(argv):
target.x, target.y = pygame.mouse.get_pos()
target.x /= 2
target.y /= 2
target.x, target.y = pygame.mouse.get_pos()
target.x /= 2
target.y /= 2
+ target.y = 300 - target.y
if not paused or go:
if not paused or go:
-
+ lactive = list(active)
start = time.time()
count = len(active)
start = time.time()
count = len(active)
- for obj in l
ist(active)
:
+ for obj in l
active
:
new = obj.step()
total += len(new)
active.update(new)
new = obj.step()
total += len(new)
active.update(new)
@@
-81,6
+101,8
@@
def main(argv):
or not (-50 < obj.x < 350)
or not (-50 < obj.y < 350)):
active.remove(obj)
or not (-50 < obj.x < 350)
or not (-50 < obj.y < 350)):
active.remove(obj)
+ if lactive:
+ collides_all(lactive[0], lactive)
elapsed = time.time() - start
frames += 1
elapsed = time.time() - start
frames += 1
@@
-88,9
+110,9
@@
def main(argv):
print " Processing: %04d: %d bullets, %d active." % (
frames, total, count)
if elapsed:
print " Processing: %04d: %d bullets, %d active." % (
frames, total, count)
if elapsed:
+ seconds_per_bullet = elapsed / count
+ bullets_per_second = count / elapsed
print " %g seconds per bullet (60Hz max: %g)." % (
print " %g seconds per bullet (60Hz max: %g)." % (
- seconds_per_bullet = elapsed / count
- bullets_per_second = count / elapsed
seconds_per_bullet, bullets_per_second / 60)
screen.fill([0, 0, 0])
seconds_per_bullet, bullets_per_second / 60)
screen.fill([0, 0, 0])
@@
-105,7
+127,8
@@
def main(argv):
y *= 2
x -= 1
y -= 1
y *= 2
x -= 1
y -= 1
- screen.blit(bullet, [x, y])
+ bullet = bullets.get(obj.appearance, red)
+ screen.blit(bullet, [x, 600 - y])
clock.tick(60)
pygame.display.flip()
clock.tick(60)
pygame.display.flip()