8ef78abd7f0863f65fb379f812809e9bfdfde92e
[python-bulletml.git] / bulletml / impl.py
1 """BulletML implementation."""
2
3 from __future__ import division
4
5 from math import atan2, sin, cos
6
7 __all__ = ["Action", "Bullet"]
8
9 class Action(object):
10 """Running action implementation.
11
12 To implement new actions, add a new element/class pair to
13 parser.ActionDef.CONSTRUCTORS. It should support FromXML,
14 __getstate__, and __setstate__, and 5-ary __call__:
15
16 def __call__(self, owner, action, params, rank, created)
17
18 Which will be called to execute it. This function should modify
19 owner, action, and created in-place, and return true if action
20 execution should stop for this bullet this frame.
21
22 """
23
24 def __init__(self, parent, actions, params, rank, repeat=1):
25 self.actions = actions
26 self.parent = parent
27 self.repeat = repeat
28 self.wait_frames = 0
29 self.speed = 0
30 self.speed_frames = 0
31 self.direction = 0
32 self.direction_frames = 0
33 self.aiming = False
34 self.mx = 0
35 self.my = 0
36 self.accel_frames = 0
37 self.previous_fire_direction = 0
38 self.previous_fire_speed = 0
39 self.params = params
40 self.pc = -1
41 self.finished = False
42 if parent:
43 self.copy_state(parent)
44
45 def __repr__(self):
46 return "%s(pc=%r, actions=%r)" % (
47 type(self).__name__, self.pc, self.actions)
48
49 def vanish(self):
50 """End this action and its parents."""
51 if self.parent:
52 self.parent.vanish()
53 self.pc = None
54 self.finished = True
55
56 def copy_state(self, other):
57 """Copy fire/movement state from other to self."""
58 self.direction_frames = other.direction_frames
59 self.direction = other.direction
60 self.aiming = other.aiming
61 self.speed_frames = other.speed_frames
62 self.speed = other.speed
63 self.accel_frames = other.accel_frames
64 self.mx = other.mx
65 self.my = other.my
66 self.previous_fire_direction = other.previous_fire_direction
67 self.previous_fire_speed = other.previous_fire_speed
68
69 def step(self, owner, created):
70 """Advance by one frame."""
71
72 if self.speed_frames > 0:
73 self.speed_frames -= 1
74 owner.speed += self.speed
75
76 if self.direction_frames > 0:
77 self.direction_frames -= 1
78 # I'm still not sure what the aim check is supposed to do.
79 if self.aiming and self.direction_frames <= 0:
80 owner.direction += owner.aim
81 else:
82 owner.direction += self.direction
83
84 if self.accel_frames > 0:
85 self.accel_frames -= 1
86 owner.mx += self.mx
87 owner.my += self.my
88
89 if self.pc is None:
90 return
91
92 if self.wait_frames > 0:
93 self.wait_frames -= 1
94 return
95
96 s_params = self.params
97 rank = owner.rank
98
99 while True:
100 self.pc += 1
101
102 try:
103 action = self.actions[self.pc]
104 except IndexError:
105 self.repeat -= 1
106 if self.repeat <= 0:
107 self.pc = None
108 self.finished = True
109 if self.parent is not None:
110 self.parent.copy_state(self)
111 owner.replace(self, self.parent)
112 break
113 else:
114 self.pc = 0
115 action = self.actions[self.pc]
116
117 if action(owner, self, s_params, rank, created):
118 break
119
120 class Bullet(object):
121 """Simple bullet implementation.
122
123 Attributes:
124 x, y - current X/Y position
125 px, py - X/Y position prior to the last step
126 mx, my - X/Y axis-oriented speed modifier ("acceleration")
127 direction - direction of movement, in radians
128 speed - speed of movement, in units per frame
129 target - object with .x and .y fields for "aim" directions
130 vanished - set to true by a <vanish> action
131 rank - game difficulty, 0 to 1, default 0.5
132 tags - string tags set by the running actions
133 appearance - string used to set bullet appearance
134
135 Contructor Arguments:
136 x, y, direction, speed, target, rank, tags, appearance
137 - same as the above attributes
138 actions - internal action list
139 Action - custom Action constructor
140
141 """
142
143 def __init__(self, x=0, y=0, direction=0, speed=0, target=None,
144 actions=(), rank=0.5, tags=(), appearance=None):
145 self.x = self.px = x
146 self.y = self.py = y
147 self.mx = 0
148 self.my = 0
149 self.direction = direction
150 self.speed = speed
151 self.vanished = False
152 self.target = target
153 self.rank = rank
154 self.tags = set(tags)
155 self.appearance = appearance
156 self.actions = list(actions)
157
158 @classmethod
159 def FromDocument(cls, doc, x=0, y=0, direction=0, speed=0, target=None,
160 params=(), rank=0.5, Action=Action):
161 """Construct a new Bullet from a loaded BulletML document."""
162 actions = [action(None, Action, params, rank)
163 for action in doc.actions]
164 return cls(x=x, y=y, direction=direction, speed=speed,
165 target=target, actions=actions, rank=rank)
166
167 def __repr__(self):
168 return ("%s(%r, %r, accel=%r, direction=%r, speed=%r, "
169 "actions=%r, target=%r, appearance=vanished=%r)") % (
170 type(self).__name__, self.x, self.y, (self.mx, self.my),
171 self.direction, self.speed, self.actions, self.target,
172 self.appearance, self.vanished)
173
174 @property
175 def aim(self):
176 """Angle to the target, in radians.
177
178 If the target does not exist or cannot be found, return 0.
179 """
180 try:
181 target_x = self.target.x
182 target_y = self.target.y
183 except AttributeError:
184 return 0
185 else:
186 return atan2(target_x - self.x, target_y - self.y)
187
188 @property
189 def finished(self):
190 """Check if this bullet is finished running.
191
192 A bullet is finished when it has vanished, and all its
193 actions have finished.
194
195 If this is true, the bullet should be removed from the screen.
196 (You will probably want to cull it under other circumstances
197 as well).
198 """
199 if not self.vanished:
200 return False
201 for action in self.actions:
202 if not action.finished:
203 return False
204 return True
205
206 def vanish(self):
207 """Vanish this bullet and stop all actions."""
208 self.vanished = True
209 for action in self.actions:
210 action.vanish()
211 self.actions = []
212
213 def replace(self, old, new):
214 """Replace an active action with another.
215
216 This is mostly used by actions internally to queue children.
217 """
218 try:
219 idx = self.actions.index(old)
220 except ValueError:
221 pass
222 else:
223 self.actions[idx] = new
224
225 def step(self):
226 """Advance by one frame.
227
228 This updates the position and velocity, and may also set the
229 vanished flag.
230
231 It returns any new bullets this bullet spawned during this step.
232 """
233 created = []
234
235 for action in self.actions:
236 action.step(self, created)
237
238 speed = self.speed
239 direction = self.direction
240 self.px = self.x
241 self.py = self.y
242 self.x += self.mx + sin(direction) * speed
243 self.y += -self.my + cos(direction) * speed
244
245 return created