from math import atan2, sin, cos
-from bulletml.parser import ActionDef, ActionRef
-
__all__ = ["Action", "Bullet"]
class Action(object):
return "%s(pc=%r, actions=%r)" % (
type(self).__name__, self.pc, self.actions)
- def Child(self, action, params, rank, repeat=1):
- actions, params = action(params, rank)
- return type(self)(self, actions, params, rank, repeat)
-
def vanish(self):
"""End this action and its parents."""
if self.parent:
owner.speed += self.speed
if self.direction_frames > 0:
- # I'm still not sure what the aim check is supposed to do.
self.direction_frames -= 1
+ # 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.pc = 0
action = self.actions[self.pc]
- if isinstance(action, (ActionDef, ActionRef)):
- child = self.Child(action, s_params, rank)
- owner.replace(self, child)
- child.step(owner, created)
- break
-
- elif action(owner, self, s_params, rank, created):
+ if action(owner, self, s_params, rank, created):
break
class Bullet(object):
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
+ 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=(), rank=0.5, tags=(), appearance=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.rank = rank
self.tags = set(tags)
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(params, rank) for action in doc.actions]
- # New bullets reset the parent hierarchy.
- actions = [Action(None, action, params, rank)
- for action, params in actions]
+ 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, appearance=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.appearance, self.vanished)
else:
return atan2(target_x - self.x, target_y - self.y)
- @property
- def finished(self):
- """Check if this bullet is finished running.
-
- A bullet is finished when it has vanished, and all its
- actions have finished.
-
- If this is true, the bullet should be removed from the screen.
- (You will probably want to cull it under other circumstances
- as well).
- """
- if not self.vanished:
- return False
- for action in self.actions:
- if not action.finished:
- return False
- return True
-
def vanish(self):
"""Vanish this bullet and stop all actions."""
self.vanished = True
"""
created = []
+ finished = self.vanished
for action in self.actions:
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