Fix reference quotation.
[python-bulletml.git] / bulletml / impl.py
index a056d6c..358aae1 100644 (file)
@@ -1,7 +1,4 @@
-"""BulletML implementation.
-
-http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html
-"""
+"""BulletML implementation."""
 
 from __future__ import division
 
@@ -14,6 +11,8 @@ from bulletml import parser
 
 PI_2 = math.pi * 2
 
+__all__ = ["Action", "Bullet"]
+
 class Action(object):
     """Running action implementation."""
 
@@ -29,12 +28,10 @@ class Action(object):
         self.aiming = False
         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:
@@ -64,26 +61,29 @@ class Action(object):
         self.previous_fire_direction = other.previous_fire_direction
         self.previous_fire_speed = other.previous_fire_speed
 
-    def step(self):
+    def step(self, owner, rank):
         """Advance by one frame."""
         created = []
 
         if self.speed_frames > 0:
             self.speed_frames -= 1
-            self.owner.speed += self.speed
+            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.
             self.direction_frames -= 1
-            if self.direction_frames <= 0:
-                if self.aiming:
-                    self.owner.direction += self.owner.aim
+            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
@@ -104,39 +104,38 @@ class Action(object):
                     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]
 
             if isinstance(action, parser.Repeat):
-                repeat, (actions, params) = action(self.params, self.rank)
-                child = Action(
-                    self.owner, self, actions, params, self.rank, repeat)
-                self.owner.replace(self, child)
-                created.extend(child.step())
+                repeat, (actions, params) = action(self.params, rank)
+                child = Action(owner, self, actions, params, rank, repeat)
+                owner.replace(self, child)
+                created.extend(child.step(owner, rank))
                 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())
+                actions, params = action(self.params, rank)
+                child = Action(owner, self, actions, params, rank)
+                owner.replace(self, child)
+                created.extend(child.step(owner, rank))
                 break
 
             elif isinstance(action, (parser.FireDef, parser.FireRef)):
-                direction, speed, actions = action(self.params, self.rank)
+                direction, speed, actions, offset = action(self.params, rank)
                 if direction:
                     direction, type = direction
                     if type == "aim" or type is None:
-                        direction += self.owner.aim
+                        direction += owner.aim
                     elif type == "sequence":
                         direction += self.previous_fire_direction
                     elif type == "relative":
-                        direction += self.owner.direction
+                        direction += owner.direction
                 else:
-                    direction = self.owner.aim
+                    direction = owner.aim
                 self.previous_fire_direction = direction
 
                 if speed:
@@ -146,30 +145,42 @@ class Action(object):
                     elif type == "relative":
                         # The reference Noiz implementation uses
                         # prvFireSpeed here, but the standard is
-                        # pretty clear -- "0 means that the direction
-                        # of this fire and the direction of the bullet
-                        # are the same".
-                        speed += self.owner.speed
+                        # pretty clear -- "In case of the type is
+                        # "relative", ... the speed is relative to the
+                        # speed of this bullet."
+                        speed += 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)
+                x, y = owner.x, owner.y
+                if offset:
+                    off_x, off_y = offset(self.params, rank)
+                    if offset.type == "relative":
+                        sin = math.sin(direction)
+                        cos = math.cos(direction)
+                        x += cos * off_x + sin * off_y
+                        y += sin * off_x - cos * off_y
+                    else:
+                        x += off_x
+                        y += off_y
+
+                bullet = Bullet(
+                    x, y, direction, speed, owner.target, actions, self, rank)
                 created.append(bullet)
 
             elif isinstance(action, parser.ChangeSpeed):
-                frames, (speed, type) = action(self.params, self.rank)
+                frames, (speed, type) = action(self.params, 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
+                    self.speed = (speed - owner.speed) / frames
 
             elif isinstance(action, parser.ChangeDirection):
-                frames, (direction, type) = action(self.params, self.rank)
+                frames, (direction, type) = action(self.params, rank)
                 self.direction_frames = frames
                 self.aiming = False
                 if type == "sequence":
@@ -177,15 +188,15 @@ class Action(object):
                 else:
                     if type == "absolute":
                         self.direction = (
-                            direction - self.owner.direction) % PI_2
+                            direction - owner.direction) % PI_2
                     elif type == "relative":
                         self.direction = direction
                     else:
                         self.aiming = True
                         self.direction = (
                             direction
-                            + self.owner.aim
-                            - self.owner.direction) % PI_2
+                            + owner.aim
+                            - owner.direction) % PI_2
 
                     if self.direction > math.pi:
                         self.direction -= PI_2
@@ -194,14 +205,14 @@ class Action(object):
                     self.direction /= self.direction_frames
 
             elif isinstance(action, parser.Accel):
-                frames, horizontal, vertical = action(self.params, self.rank)
+                frames, horizontal, vertical = action(self.params, 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
+                        self.mx = (mx - owner.mx) / frames
                     elif type == "relative":
                         self.mx = mx / frames
                 if vertical:
@@ -209,25 +220,43 @@ class Action(object):
                     if type == "sequence":
                         self.my = my
                     elif type == "absolute":
-                        self.my = (my - self.owner.my) / frames
+                        self.my = (my - owner.my) / frames
                     elif type == "relative":
                         self.my = my / frames
 
             elif isinstance(action, parser.Wait):
-                self.wait_frames = action(self.params, self.rank)
+                self.wait_frames = action(self.params, rank)
                 break
 
             elif isinstance(action, parser.Vanish):
-                self.owner.vanish()
+                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
+
+    Contructor Arguments:
+    x, y, direction, speed, target, rank - same as the attributes
+    actions - internal action list
+    parent - parent of actions, None for manually-created bullets
+
+
+    """
 
     def __init__(self, x=0, y=0, direction=0, speed=0, target=None,
-                 actions=(), parent=None, rank=None):
+                 actions=(), parent=None, rank=0.5):
         self.x = self.px = x
         self.y = self.py = y
         self.mx = 0
@@ -236,8 +265,7 @@ class Bullet(object):
         self.speed = speed
         self.vanished = False
         self.target = target
-        if rank is None:
-            rank = parent.rank if parent else 0.5
+        self.rank = rank
         # New bullets reset the parent hierarchy.
         self._actions = [Action(self, None, action, params, rank)
                          for action, params in actions]
@@ -251,7 +279,7 @@ class Bullet(object):
 
     @property
     def aim(self):
-        """Angle to the target."""
+        """Angle to the target, in radians."""
         if self.target is None:
             return self.direction
         else:
@@ -261,6 +289,9 @@ class Bullet(object):
     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).
@@ -280,7 +311,10 @@ class Bullet(object):
         self._actions = []
 
     def replace(self, old, new):
-        """Replace an active action with another."""
+        """Replace an active action with another.
+
+        This is mostly used by actions internally to queue children.
+        """
         try:
             idx = self._actions.index(old)
         except ValueError:
@@ -291,13 +325,15 @@ class Bullet(object):
     def step(self):
         """Advance by one frame.
 
-        This updates the direction, speed, x, y, px, and py members,
-        and may set the vanished flag.
+        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 = []
 
         for action in self._actions:
-            created.extend(action.step())
+            created.extend(action.step(self, self.rank))
 
         self.px = self.x
         self.py = self.y
@@ -305,10 +341,3 @@ class Bullet(object):
         self.y += self.my - math.cos(self.direction) * self.speed
 
         return created
-
-    @classmethod
-    def FromDoc(cls, doc, params=(), x=0, y=0, speed=0, direction=0,
-                target=None, rank=0.5):
-        """Construct a bullet from top-level actions in a document."""
-        actions = [act(params, rank) for act in doc.top]
-        return cls(x, y, direction, speed, target, actions, rank=rank)