#!/usr/bin/env python
+import os
import sys
+import time
import pygame
import bulletml
+import bulletml.bulletyaml
+from bulletml.collision import collides
+
+try:
+ import yaml
+except ImportError:
+ yaml = None
+
+try:
+ import psyco
+except ImportError:
+ pass
+else:
+ psyco.full()
def main(argv):
+ if not argv:
+ raise SystemExit("Usage: %s filename ..." % sys.argv[0])
+
pygame.display.init()
screen = pygame.display.set_mode([600, 600], pygame.DOUBLEBUF)
bullet = pygame.Surface([3, 3])
bullet.fill([255, 0, 0])
- filename = argv[0]
- doc = bulletml.BulletML(open(filename, "rU"))
clock = pygame.time.Clock()
target = bulletml.Bullet()
+ file_idx = 0
+
while True:
- source = bulletml.Bullet.FromDoc(
+ filename = argv[file_idx % len(argv)]
+ doc = bulletml.BulletML.FromDocument(open(filename, "rU"))
+ source = bulletml.Bullet.FromDocument(
doc, x=150, y=150, target=target, rank=0.5)
active = set([source])
source.vanished = True
print filename
- print " Loaded %d top-level actions." % len(source.actions)
+ print " Loaded %d top-level actions." % len(source._actions)
frames = 0
total = 0
paused = False
+ newfile = False
- while active:
+ pygame.display.set_caption(os.path.basename(filename))
+
+ while active and not newfile:
go = False
for event in pygame.event.get():
paused ^= True
elif event.key == pygame.K_RIGHT:
go = True
+ elif event.key == pygame.K_PAGEUP:
+ file_idx -= 1
+ newfile = True
+ elif event.key == pygame.K_PAGEDOWN:
+ file_idx += 1
+ newfile = True
+ elif event.key == pygame.K_RETURN:
+ newfile = True
+ elif event.key == pygame.K_s:
+ actions = [act([], 0.5) for act in doc.actions]
+ source = bulletml.Bullet(
+ x=150, y=150, target=target,
+ actions=actions, rank=0.5)
+ source.vanished = True
+ active.add(source)
target.x, target.y = pygame.mouse.get_pos()
target.x /= 2
- target.y = (screen.get_height() - target.y) / 2
+ target.y /= 2
if not paused or go:
- for obj in list(active):
+ lactive = list(active)
+ start = time.time()
+ count = len(active)
+ for obj in lactive:
new = obj.step()
total += len(new)
active.update(new)
or not (-50 < obj.x < 350)
or not (-50 < obj.y < 350)):
active.remove(obj)
+ collides(obj, lactive[0])
+ elapsed = time.time() - start
frames += 1
if frames % 100 == 0:
print " Processing: %04d: %d bullets, %d active." % (
- frames, total, len(active))
+ frames, total, count)
+ if elapsed:
+ seconds_per_bullet = elapsed / count
+ bullets_per_second = count / elapsed
+ print " %g seconds per bullet (60Hz max: %g)." % (
+ seconds_per_bullet, bullets_per_second / 60)
screen.fill([0, 0, 0])
for obj in active:
y *= 2
x -= 1
y -= 1
- screen.blit(bullet, [x, screen.get_height() - y])
- pygame.display.flip()
-
+ screen.blit(bullet, [x, y])
clock.tick(60)
+ pygame.display.flip()
print " Finished: %04d: %d bullets." % (frames, total)