from __future__ import division
-from math import atan2, sin, cos, pi as PI
-
-from bulletml import parser
-
-PI_2 = PI * 2
+from math import atan2, sin, cos
__all__ = ["Action", "Bullet"]
class Action(object):
"""Running action implementation.
- To implement new actions,
+ 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.
- - Add a new element/class pair to parser.ActionDef.CONSTRUCTORS.
- It should support FromXML, __getstate__, and __setstate__.
- - Subclass impl.Action and override the 'handle' method to handle
- your custom action type.
- - Pass the impl.Bullet constructor your Action subclass when
- creating your root Bullet.
"""
- 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:
- # 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
+ # 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.Repeat):
- repeat, (actions, params) = action(s_params, rank)
- child = self.__class__(
- owner, self, actions, params, rank, repeat)
- owner.replace(self, child)
- 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)
- break
-
- elif isinstance(action, (parser.FireDef, parser.FireRef)):
- direction, speed, offset, tags, appearance, actions = action(
- s_params, rank)
- if direction:
- direction, type = direction
- if type == "aim" or type is None:
- direction += owner.aim
- elif type == "sequence":
- direction += self.previous_fire_direction
- elif type == "relative":
- direction += owner.direction
- else:
- direction = owner.aim
- self.previous_fire_direction = direction
-
- if speed:
- speed, type = speed
- if type == "sequence":
- speed += self.previous_fire_speed
- elif type == "relative":
- # The reference Noiz implementation uses
- # prvFireSpeed here, but the standard is
- # 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
-
- x, y = owner.x, owner.y
- if offset:
- off_x, off_y = offset(s_params, rank)
- if offset.type == "relative":
- s = sin(direction)
- c = cos(direction)
- x += c * off_x + s * off_y
- y += s * off_x - c * off_y
- else:
- 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,
- appearance=appearance, tags=tags, Action=self.__class__)
- created.append(bullet)
-
- elif isinstance(action, parser.ChangeSpeed):
- frames, (speed, type) = action(s_params, rank)
- self.speed_frames = frames
- if frames <= 0:
- if type == "absolute":
- owner.speed = speed
- elif type == "relative":
- owner.speed += speed
- elif type == "sequence":
- self.speed = speed
- elif type == "relative":
- self.speed = speed / frames
- else:
- self.speed = (speed - owner.speed) / frames
-
- elif isinstance(action, parser.ChangeDirection):
- frames, (direction, type) = action(s_params, rank)
- self.direction_frames = frames
- self.aiming = False
- if type == "sequence":
- self.direction = direction
- else:
- if type == "absolute":
- direction -= owner.direction
- elif type != "relative": # aim or default
- self.aiming = True
- direction += owner.aim - owner.direction
-
- # Normalize to [-pi, pi).
- direction = (direction + PI) % PI_2 - PI
- if frames <= 0:
- owner.direction += direction
- else:
- self.direction = direction / frames
-
- elif isinstance(action, parser.Accel):
- frames, horizontal, vertical = action(s_params, rank)
- self.accel_frames = frames
- if horizontal:
- mx, type = horizontal
- if frames <= 0:
- if type == "absolute":
- owner.mx = mx
- elif type == "relative":
- owner.mx += mx
- elif type == "sequence":
- self.mx = mx
- elif type == "absolute":
- self.mx = (mx - owner.mx) / frames
- elif type == "relative":
- self.mx = mx / frames
- if vertical:
- my, type = vertical
- if frames <= 0:
- if type == "absolute":
- owner.my = my
- elif type == "relative":
- owner.my += my
- elif type == "sequence":
- self.my = my
- elif type == "absolute":
- self.my = (my - owner.my) / frames
- elif type == "relative":
- self.my = my / frames
-
- elif isinstance(action, parser.Tag):
- owner.tags.add(action.tag)
-
- elif isinstance(action, parser.Untag):
- try:
- owner.tags.remove(action.tag)
- except KeyError:
- pass
-
- elif isinstance(action, parser.Wait):
- self.wait_frames = action(s_params, rank)
- break
-
- elif isinstance(action, parser.Vanish):
- owner.vanish()
+ if action(owner, self, s_params, rank, created):
break
- elif isinstance(action, parser.Appearance):
- owner.appearance = action.appearance
-
- else:
- self.handle(action, owner, created)
-
- def handle(self, action, owner, created):
- """Override in subclasses for new action types."""
- raise NotImplementedError(action.__class__.__name__)
-
class Bullet(object):
"""Simple bullet implementation.
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):
+ actions=(), rank=0.5, tags=(), appearance=None):
self.x = self.px = x
self.y = self.py = y
self.mx = 0
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)") % (
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
"""
if not self.vanished:
return False
- for action in self._actions:
+ 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:
+ for action in self.actions:
action.step(self, created)
+ 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