from __future__ import division
-import math
+from math import atan2, sin, cos, pi as PI
from bulletml import parser
-PI_2 = math.pi * 2
+PI_2 = PI * 2
__all__ = ["Action", "Bullet"]
self.previous_fire_direction = other.previous_fire_direction
self.previous_fire_speed = other.previous_fire_speed
- def step(self, owner, created, sin=math.sin, cos=math.cos):
+ def step(self, owner, created):
"""Advance by one frame."""
s_params = self.params
rank = owner.rank
child = self.__class__(
owner, self, actions, params, rank, repeat)
owner.replace(self, child)
- child.step(owner, created, sin, cos)
+ child.step(owner, created)
break
elif isinstance(action, (parser.ActionDef, parser.ActionRef)):
actions, params = action(s_params, rank)
child = self.__class__(owner, self, actions, params, rank)
owner.replace(self, child)
- child.step(owner, created, sin, cos)
+ child.step(owner, created)
break
elif isinstance(action, (parser.FireDef, parser.FireRef)):
- direction, speed, offset, tags, actions = action(s_params, rank)
+ direction, speed, offset, tags, appearance, actions = action(
+ s_params, rank)
if direction:
direction, type = direction
if type == "aim" or type is None:
x += off_x
y += off_y
+ if appearance is None:
+ appearance = owner.appearance
bullet = owner.__class__(
x=x, y=y, direction=direction, speed=speed,
target=owner.target, actions=actions, rank=rank,
- tags=tags, Action=self.__class__)
+ appearance=appearance, tags=tags, Action=self.__class__)
created.append(bullet)
elif isinstance(action, parser.ChangeSpeed):
direction += owner.aim - owner.direction
# Normalize to [-pi, pi).
- direction = (direction + math.pi) % PI_2 - math.pi
+ direction = (direction + PI) % PI_2 - PI
if frames <= 0:
owner.direction += direction
else:
owner.vanish()
break
+ elif isinstance(action, parser.Appearance):
+ owner.appearance = action.appearance
+
else:
- self.handle(action, owner, created, sin, cos)
+ self.handle(action, owner, created)
- def handle(self, action, owner, created, sin, cos):
+ def handle(self, action, owner, created):
"""Override in subclasses for new action types."""
raise NotImplementedError(action.__class__.__name__)
"""
def __init__(self, x=0, y=0, direction=0, speed=0, target=None,
- actions=(), rank=0.5, tags=(), Action=Action):
+ actions=(), rank=0.5, tags=(), appearance=None,
+ Action=Action):
self.x = self.px = x
self.y = self.py = y
self.mx = 0
self.target = target
self.rank = rank
self.tags = set(tags)
+ self.appearance = appearance
# New bullets reset the parent hierarchy.
self._actions = [Action(self, None, action, params, rank)
for action, params in actions]
def __repr__(self):
return ("%s(%r, %r, accel=%r, direction=%r, speed=%r, "
- "actions=%r, target=%r, vanished=%r)") % (
+ "actions=%r, target=%r, appearance=vanished=%r)") % (
type(self).__name__, self.x, self.y, (self.mx, self.my),
self.direction, self.speed, self._actions, self.target,
- self.vanished)
+ self.appearance, self.vanished)
@property
def aim(self):
except AttributeError:
return 0
else:
- return math.atan2(target_x - self.x, self.y - target_y)
+ return atan2(target_x - self.x, target_y - self.y)
@property
def finished(self):
else:
self._actions[idx] = new
- def step(self, sin=math.sin, cos=math.cos):
+ def step(self):
"""Advance by one frame.
This updates the position and velocity, and may also set the
created = []
for action in self._actions:
- action.step(self, created, sin, cos)
+ action.step(self, created)
self.px = self.x
self.py = self.y
self.x += self.mx + sin(self.direction) * self.speed
- self.y += self.my - cos(self.direction) * self.speed
+ self.y += -self.my + cos(self.direction) * self.speed
return created
"""Construct using an ElementTree-style element."""
return cls(element.text)
+class Appearance(object):
+ """Set a bullet appearance."""
+
+ def __init__(self, appearance):
+ self.appearance = appearance
+
+ def __getstate__(self):
+ return dict(appearance=self.appearance)
+
+ def __setstate__(self, state):
+ self.__init__(state["appearance"])
+
+ @classmethod
+ def FromXML(cls, doc, element):
+ """Construct using an ElementTree-style element."""
+ return cls(element.text)
+
class Vanish(object):
"""Make the owner disappear."""
class BulletDef(object):
"""Bullet definition."""
- def __init__(self, actions=(), direction=None, speed=None, tags=()):
+ def __init__(self, actions=(), direction=None, speed=None, tags=(),
+ appearance=None):
self.direction = direction
self.speed = speed
self.actions = list(actions)
self.tags = set(tags)
+ self.appearance = appearance
def __getstate__(self):
state = []
state.append(("actions", self.actions))
if self.tags:
state.append(("tags", list(self.tags)))
+ if self.appearance:
+ state.append(("appearance", self.appearance))
return state
def __setstate__(self, state):
self.direction and self.direction(params, rank),
self.speed and self.speed(params, rank),
self.tags,
+ self.appearance,
actions)
def __repr__(self):
class FireDef(object):
"""Fire definition (creates a bullet)."""
- def __init__(
- self, bullet, direction=None, speed=None, offset=None, tags=()):
+ def __init__(self, bullet, direction=None, speed=None, offset=None,
+ tags=(), appearance=None):
self.bullet = bullet
self.direction = direction
self.speed = speed
self.offset = offset
self.tags = set(tags)
+ self.appearance = appearance
def __getstate__(self):
state = []
state.append(("offset", self.offset))
if self.tags:
state.append(("tags", list(self.tags)))
+ if self.appearance:
+ state.append(("appearance", self.appearance))
try:
params = self.bullet.params
except AttributeError:
speed = None
offset = None
tags = set()
+ appearance = None
for subelem in element.getchildren():
tag = realtag(subelem)
offset = Offset.FromXML(doc, subelem)
elif tag == "tag":
tags.add(subelem.text)
+ elif tag == "appearance":
+ appearance = subelem.text
try:
- fire = cls(bullet, direction, speed, offset, tags)
+ fire = cls(bullet, direction, speed, offset, tags, appearance)
except UnboundLocalError as exc:
raise ParseError(str(exc))
else:
return fire
def __call__(self, params, rank):
- direction, speed, tags, actions = self.bullet(params, rank)
+ direction, speed, tags, appearance, actions = self.bullet(params, rank)
if self.direction:
direction = self.direction(params, rank)
if self.speed:
speed = self.speed(params, rank)
tags = tags.union(self.tags)
- return direction, speed, self.offset, tags, actions
+ if self.appearance:
+ appearance = self.appearance
+ return direction, speed, self.offset, tags, appearance, actions
def __repr__(self):
return "%s(direction=%r, speed=%r, bullet=%r)" % (
wait=Wait,
vanish=Vanish,
tag=Tag,
+ appearance=Appearance,
untag=Untag,
action=ActionDef,
actionRef=ActionRef)