from math import atan2, sin, cos
-from bulletml import parser
-
__all__ = ["Action", "Bullet"]
class Action(object):
"""
- def __init__(self, owner, parent, actions, params, rank, repeat=1):
+ def __init__(self, parent, actions, params, rank, repeat=1):
self.actions = actions
self.parent = parent
self.repeat = repeat
def step(self, owner, created):
"""Advance by one frame."""
- s_params = self.params
- rank = owner.rank
if self.speed_frames > 0:
self.speed_frames -= 1
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.wait_frames -= 1
return
+ s_params = self.params
+ rank = owner.rank
+
while True:
self.pc += 1
self.pc = 0
action = self.actions[self.pc]
- if 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)
- 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,
- Action=Action):
+ 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)
self.appearance = appearance
- # New bullets reset the parent hierarchy.
- self._actions = [Action(self, None, action, params, rank)
- for action, params in actions]
+ 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 = [a(params, rank) for a in doc.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, Action=Action)
+ 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.direction, self.speed, self.actions, self.target,
self.appearance, self.vanished)
@property
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
- for action in self._actions:
+ for action in self.actions:
action.vanish()
- self._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)
+ idx = self.actions.index(old)
except ValueError:
pass
else:
- self._actions[idx] = new
+ self.actions[idx] = new
def step(self):
"""Advance by one frame.
"""
created = []
- for action in self._actions:
+ 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
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.x += self.mx + sin(direction) * speed
+ self.y += -self.my + cos(direction) * speed
return created