self.params = params
self.rank = rank
self.pc = -1
+ self.finished = False
if parent:
self.copy_state(parent)
return "%s(pc=%r, actions=%r)" % (
type(self).__name__, self.pc, self.actions)
- @property
- def finished(self):
- return self.pc is None
-
def vanish(self):
+ """End this action and its parents."""
if self.parent:
self.parent.vanish()
self.pc = None
+ self.finished = True
def copy_state(self, other):
+ """Copy fire/movement state from other to self."""
self.direction_frames = other.direction_frames
self.direction = other.direction
self.aiming = other.aiming
self.previous_fire_speed = other.previous_fire_speed
def step(self):
+ """Advance by one frame."""
created = []
if self.speed_frames > 0:
self.repeat -= 1
if self.repeat <= 0:
self.pc = None
+ self.finished = True
if self.parent is not None:
self.parent.copy_state(self)
self.owner.replace(self, self.parent)
@property
def finished(self):
+ """Check if this bullet is finished running."""
for action in self.actions:
if not action.finished:
return False
self.actions = []
def replace(self, old, new):
+ """Replace an active action with another."""
try:
idx = self.actions.index(old)
except ValueError:
self.actions[idx] = new
def step(self):
+ """Advance by one frame."""
created = []
for action in self.actions:
@classmethod
def FromElement(cls, doc, element):
+ """Construct using an ElementTree-style element."""
for subelem in element.getchildren():
tag = realtag(subelem)
if tag == "times":