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, rank, created, sin=math.sin, cos=math.cos):
"""Advance by one frame."""
- created = []
+ s_params = self.params
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)
+ repeat, (actions, params) = action(s_params, rank)
child = Action(owner, self, actions, params, rank, repeat)
owner.replace(self, child)
- created.extend(child.step(owner, rank))
+ child.step(owner, rank, created, sin, cos)
break
elif isinstance(action, (parser.ActionDef, parser.ActionRef)):
- actions, params = action(self.params, rank)
+ actions, params = action(s_params, rank)
child = Action(owner, self, actions, params, rank)
owner.replace(self, child)
- created.extend(child.step(owner, rank))
+ child.step(owner, rank, created, sin, cos)
break
elif isinstance(action, (parser.FireDef, parser.FireRef)):
- direction, speed, actions, offset = action(self.params, rank)
+ direction, speed, actions, offset = action(s_params, rank)
if direction:
direction, type = direction
if type == "aim" or type is None:
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
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":
self.speed = speed
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
+ direction -= owner.direction
elif type == "relative":
- self.direction = direction
+ direction = direction
else:
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
+ self.direction = (
+ (direction + math.pi) % PI_2 - math.pi) / 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
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
-
class Bullet(object):
"""Simple bullet implementation.
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, self.rank, 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