from __future__ import division
-import math
+from math import atan2, sin, cos, pi as PI
from bulletml import parser
-PI_2 = math.pi * 2
+PI_2 = PI * 2
__all__ = ["Action", "Bullet"]
your custom action type.
- Pass the impl.Bullet constructor your Action subclass when
creating your root Bullet.
+
+ Or, for very simple actions, add it to the Action.CUSTOM
+ dictionary. The key should be the type of the action and the
+ value a 3-ary callable that recieves the Action instance, the
+ owner, and a list to append created bullets to.
"""
+ CUSTOM = {}
+
def __init__(self, owner, parent, actions, params, rank, repeat=1):
self.actions = actions
self.parent = parent
self.previous_fire_direction = other.previous_fire_direction
self.previous_fire_speed = other.previous_fire_speed
- def step(self, owner, created, sin=math.sin, cos=math.cos):
+ def step(self, owner, created):
"""Advance by one frame."""
s_params = self.params
rank = owner.rank
owner.speed += self.speed
if self.direction_frames > 0:
- # The Noiz implementation was a little weird here, I think
- # there was a bug in it that prevented it from working if
- # the frame count was 1. I'm still not sure what the aim
- # check is supposed to do, exactly.
+ # I'm still not sure what the aim check is supposed to do.
self.direction_frames -= 1
if self.aiming and self.direction_frames <= 0:
owner.direction += owner.aim
child = self.__class__(
owner, self, actions, params, rank, repeat)
owner.replace(self, child)
- child.step(owner, created, sin, cos)
+ child.step(owner, created)
break
elif 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, sin, cos)
+ child.step(owner, created)
break
elif isinstance(action, (parser.FireDef, parser.FireRef)):
- direction, speed, offset, tags, actions = action(s_params, rank)
+ direction, speed, offset, tags, appearance, actions = action(
+ s_params, rank)
if direction:
direction, type = direction
if type == "aim" or type is None:
x += off_x
y += off_y
+ if appearance is None:
+ appearance = owner.appearance
bullet = owner.__class__(
x=x, y=y, direction=direction, speed=speed,
target=owner.target, actions=actions, rank=rank,
- tags=tags, Action=self.__class__)
+ appearance=appearance, tags=tags, Action=self.__class__)
created.append(bullet)
elif isinstance(action, parser.ChangeSpeed):
direction += owner.aim - owner.direction
# Normalize to [-pi, pi).
- direction = (direction + math.pi) % PI_2 - math.pi
+ direction = (direction + PI) % PI_2 - PI
if frames <= 0:
owner.direction += direction
else:
owner.vanish()
break
+ elif isinstance(action, parser.Appearance):
+ owner.appearance = action.appearance
+
else:
- self.handle(action, owner, created, sin, cos)
+ self.handle(action, owner, created)
- def handle(self, action, owner, created, sin, cos):
+ def handle(self, action, owner, created):
"""Override in subclasses for new action types."""
- raise NotImplementedError(action.__class__.__name__)
+ try:
+ handler = self.CUSTOM[type(action)]
+ except KeyError:
+ raise NotImplementedError(action.__class__.__name__)
+ else:
+ handler(self, owner, created)
class Bullet(object):
"""Simple bullet implementation.
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
Contructor Arguments:
- x, y, direction, speed, target, rank - same as the attributes
+ x, y, direction, speed, target, rank, tags, appearance
+ - 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=(), Action=Action):
+ actions=(), rank=0.5, tags=(), appearance=None,
+ Action=Action):
self.x = self.px = x
self.y = self.py = y
self.mx = 0
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]
def __repr__(self):
return ("%s(%r, %r, accel=%r, direction=%r, speed=%r, "
- "actions=%r, target=%r, vanished=%r)") % (
+ "actions=%r, target=%r, appearance=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):
except AttributeError:
return 0
else:
- return math.atan2(target_x - self.x, self.y - target_y)
+ return atan2(target_x - self.x, target_y - self.y)
@property
def finished(self):
else:
self._actions[idx] = new
- def step(self, sin=math.sin, cos=math.cos):
+ def step(self):
"""Advance by one frame.
This updates the position and velocity, and may also set the
created = []
for action in self._actions:
- action.step(self, created, sin, cos)
+ action.step(self, created)
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.y += -self.my + cos(self.direction) * self.speed
return created