-"""BulletML implementation.
-
-http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html
-"""
+"""BulletML implementation."""
from __future__ import division
-import math
-
-from bulletml import parser, errors
+from math import atan2, sin, cos
-# TODO(jfw): This is very non-Pythonic, it's pretty much just the
-# BulletML reference ActionImpl translated to Python.
+__all__ = ["Action", "Bullet"]
class Action(object):
- """Running action implementation."""
+ """Running action implementation.
+
+ To implement new actions, add a new element/class pair to
+ parser.ActionDef.CONSTRUCTORS. It should support FromXML,
+ __getstate__, and __setstate__, and 5-ary __call__:
+
+ def __call__(self, owner, action, params, rank, created)
+
+ Which will be called to execute it. This function should modify
+ owner, action, and created in-place, and return true if action
+ execution should stop for this bullet this frame.
+
+ """
- def __init__(self, owner, parent, actions, params, rank):
+ def __init__(self, parent, actions, params, rank, repeat=1):
self.actions = actions
self.parent = parent
- self.repeat = 1
+ self.repeat = repeat
self.wait_frames = 0
self.speed = 0
self.speed_frames = 0
- self.aim_direction = 0
self.direction = 0
self.direction_frames = 0
self.aiming = False
- self.aim_mx = 0
- self.aim_my = 0
self.mx = 0
self.my = 0
- self.owner = owner
self.accel_frames = 0
self.previous_fire_direction = 0
self.previous_fire_speed = 0
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_direction = other.previous_fire_direction
self.previous_fire_speed = other.previous_fire_speed
- def step(self):
- created = []
+ def step(self, owner, created):
+ """Advance by one frame."""
if self.speed_frames > 0:
self.speed_frames -= 1
- self.owner.speed += self.speed
+ owner.speed += self.speed
if self.direction_frames > 0:
self.direction_frames -= 1
- if self.direction_frames <= 0:
- if self.aiming:
- self.owner.direction += self.owner.aim
+ # I'm still not sure what the aim check is supposed to do.
+ if self.aiming and self.direction_frames <= 0:
+ owner.direction += owner.aim
else:
- self.owner.direction += self.direction
+ owner.direction += self.direction
if self.accel_frames > 0:
self.accel_frames -= 1
- self.owner.mx += self.mx
- self.owner.my += self.my
+ owner.mx += self.mx
+ owner.my += self.my
if self.pc is None:
- return created
+ return
if self.wait_frames > 0:
self.wait_frames -= 1
- return created
+ return
+
+ s_params = self.params
+ rank = owner.rank
while True:
self.pc += 1
- if self.pc >= len(self.actions):
+ try:
+ action = self.actions[self.pc]
+ except IndexError:
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)
+ owner.replace(self, self.parent)
break
else:
self.pc = 0
+ action = self.actions[self.pc]
- action = self.actions[self.pc]
-
- if isinstance(action, parser.Repeat):
- repeat, (actions, params) = action(self.params, self.rank)
- child = Action(self.owner, self, actions, params, self.rank)
- child.repeat = repeat
- self.owner.replace(self, child)
- created.extend(child.step())
- break
-
- elif isinstance(action, (parser.ActionDef, parser.ActionRef)):
- actions, params = action(self.params, self.rank)
- child = Action(self.owner, self, actions, params, self.rank)
- self.owner.replace(self, child)
- created.extend(child.step())
- break
-
- elif isinstance(action, (parser.FireDef, parser.FireRef)):
- direction, speed, actions = action(self.params, self.rank)
- if direction:
- direction, type = direction
- if type == "aim" or type is None:
- direction += self.owner.aim
- elif type == "sequence":
- direction += self.previous_fire_direction
- elif type == "relative":
- direction += self.owner.direction
- else:
- direction = self.owner.aim
- self.previous_fire_direction = direction
-
-
- if speed:
- speed, type = speed
- if type == "sequence":
- speed += self.previous_fire_speed
- elif type == "relative":
- # FIXME(jfw): Reference impl uses prvFireSpeed
- # here? That doesn't seem right at all.
- speed += self.owner.speed
- else:
- speed = 1
- self.previous_fire_speed = speed
-
- bullet = Bullet(self.owner.x, self.owner.y, direction, speed,
- self.owner.target, actions, self)
- created.append(bullet)
-
- elif isinstance(action, parser.ChangeSpeed):
- frames, (speed, type) = action(self.params, self.rank)
- self.speed_frames = frames
- if type == "sequence":
- self.speed = speed
- elif type == "relative":
- self.speed = speed / frames
- else:
- self.speed = (speed - self.owner.speed) / frames
-
- elif isinstance(action, parser.ChangeDirection):
- frames, (direction, type) = action(self.params, self.rank)
- self.direction_frames = frames
- self.aiming = False
- if type == "sequence":
- self.aiming = False
- self.direction = direction
- else:
- if type == "absolute":
- self.aiming = False
- self.direction = (
- direction - self.owner.direction) % 360
- elif type == "relative":
- self.aiming = False
- self.direction = direction
- else:
- self.aiming = True
- self.direction = (
- direction
- + self.owner.aim
- - self.owner.direction) % 360
-
- while self.direction > 180:
- self.direction -= 360
- while self.direction < -180:
- self.direction += 360
- self.direction /= self.direction_frames
-
- elif isinstance(action, parser.Accel):
- frames, horizontal, vertical = action(self.params, self.rank)
- self.accel_frames = frames
- if horizontal:
- mx, type = horizontal
- if type == "sequence":
- self.mx = mx
- elif type == "absolute":
- self.mx = (mx - self.owner.mx) / frames
- elif type == "relative":
- self.mx = mx / frames
- if vertical:
- my, type = vertical
- if type == "sequence":
- self.my = my
- elif type == "absolute":
- self.my = (my - self.owner.my) / frames
- elif type == "relative":
- self.my = my / frames
-
- elif isinstance(action, parser.Wait):
- self.wait_frames = action(self.params, self.rank)
+ if action(owner, self, s_params, rank, created):
break
- elif isinstance(action, parser.Vanish):
- self.owner.vanish()
- break
-
- return created
-
class Bullet(object):
- """Simple bullet implementation."""
+ """Simple bullet implementation.
+
+ Attributes:
+ x, y - current X/Y position
+ px, py - X/Y position prior to the last step
+ mx, my - X/Y axis-oriented speed modifier ("acceleration")
+ direction - direction of movement, in radians
+ speed - speed of movement, in units per frame
+ target - object with .x and .y fields for "aim" directions
+ vanished - set to true by a <vanish> action
+ rank - game difficulty, 0 to 1, default 0.5
+ tags - string tags set by the running actions
+ appearance - string used to set bullet appearance
+ radius - radius for collision
+ finished - true if all actions are finished and the bullet vanished
+
+ Contructor Arguments:
+ x, y, direction, speed, target, rank, tags, appearance, radius
+ - same as the above attributes
+ actions - internal action list
+ Action - custom Action constructor
+
+ """
def __init__(self, x=0, y=0, direction=0, speed=0, target=None,
- actions=(), parent=None, rank=None):
+ actions=(), rank=0.5, tags=(), appearance=None,
+ radius=0.5):
self.x = self.px = x
self.y = self.py = y
+ self.radius = radius
self.mx = 0
self.my = 0
self.direction = direction
self.speed = speed
self.vanished = False
+ self.finished = False
self.target = target
- self.actions = []
- if rank is None:
- rank = parent.rank if parent else 0.5
- for action, params in actions:
- # New bullets reset the parent hierarchy.
- self.actions.append(Action(self, None, action, params, rank))
+ self.rank = rank
+ self.tags = set(tags)
+ self.appearance = appearance
+ self.actions = list(actions)
+
+ @classmethod
+ def FromDocument(cls, doc, x=0, y=0, direction=0, speed=0, target=None,
+ params=(), rank=0.5, Action=Action):
+ """Construct a new Bullet from a loaded BulletML document."""
+ actions = [action(None, Action, params, rank)
+ for action in doc.actions]
+ return cls(x=x, y=y, direction=direction, speed=speed,
+ target=target, actions=actions, rank=rank)
def __repr__(self):
return ("%s(%r, %r, accel=%r, direction=%r, speed=%r, "
- "actions=%r, target=%r, vanished=%r)") % (
+ "actions=%r, target=%r, appearance=%r, 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):
- """Angle to the target."""
- if self.target is None:
- return self.direction
- else:
- return math.degrees(
- math.atan2(self.target.x - self.x, self.y - self.target.y))
+ """Angle to the target, in radians.
- @property
- def finished(self):
- for action in self.actions:
- if not action.finished:
- return False
- return self.vanished
+ If the target does not exist or cannot be found, return 0.
+ """
+ try:
+ target_x = self.target.x
+ target_y = self.target.y
+ except AttributeError:
+ return 0
+ else:
+ return atan2(target_x - self.x, target_y - self.y)
def vanish(self):
"""Vanish this bullet and stop all actions."""
self.actions = []
def replace(self, old, new):
+ """Replace an active action with another.
+
+ This is mostly used by actions internally to queue children.
+ """
try:
idx = self.actions.index(old)
except ValueError:
self.actions[idx] = new
def step(self):
+ """Advance by one frame.
+
+ This updates the position and velocity, and may also set the
+ vanished flag.
+
+ It returns any new bullets this bullet spawned during this step.
+ """
created = []
+ finished = self.vanished
for action in self.actions:
- created.extend(action.step())
-
- direction = math.radians(self.direction)
- self.x += self.mx + math.sin(direction) * self.speed
- self.y += self.my - math.cos(direction) * self.speed
+ action.step(self, created)
+ finished = finished and action.finished
+ if finished:
+ for action in self.actions:
+ finished = finished and action.finished
+ self.finished = finished
+
+ speed = self.speed
+ direction = self.direction
+ self.px = self.x
+ self.py = self.y
+ self.x += self.mx + sin(direction) * speed
+ self.y += -self.my + cos(direction) * speed
return created
-
- @classmethod
- def FromDoc(cls, doc, params=(), x=0, y=0, speed=0, direction=0,
- target=None, rank=0.5):
- actions = [act(params, rank) for act in doc.top]
- return cls(x, y, direction, speed, target, actions, rank=rank)
-