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Fire, relative: I'm certain the reference implementation is wrong.
[python-bulletml.git]
/
bulletml
/
impl.py
diff --git
a/bulletml/impl.py
b/bulletml/impl.py
index
65d234a
..
9df26c6
100644
(file)
--- a/
bulletml/impl.py
+++ b/
bulletml/impl.py
@@
-12,6
+12,8
@@
from bulletml import parser
# TODO(jfw): This is very non-Pythonic, it's pretty much just the
# BulletML reference ActionImpl translated to Python.
# TODO(jfw): This is very non-Pythonic, it's pretty much just the
# BulletML reference ActionImpl translated to Python.
+PI_2 = math.pi * 2
+
class Action(object):
"""Running action implementation."""
class Action(object):
"""Running action implementation."""
@@
-145,8
+147,11
@@
class Action(object):
if type == "sequence":
speed += self.previous_fire_speed
elif type == "relative":
if type == "sequence":
speed += self.previous_fire_speed
elif type == "relative":
- # FIXME(jfw): Reference impl uses prvFireSpeed
- # here? That doesn't seem right at all.
+ # 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
else:
speed = 1
speed += self.owner.speed
else:
speed = 1
@@
-177,7
+182,7
@@
class Action(object):
if type == "absolute":
self.aiming = False
self.direction = (
if type == "absolute":
self.aiming = False
self.direction = (
- direction - self.owner.direction) %
360
+ direction - self.owner.direction) %
PI_2
elif type == "relative":
self.aiming = False
self.direction = direction
elif type == "relative":
self.aiming = False
self.direction = direction
@@
-186,12
+191,12
@@
class Action(object):
self.direction = (
direction
+ self.owner.aim
self.direction = (
direction
+ self.owner.aim
- - self.owner.direction) %
360
+ - self.owner.direction) %
PI_2
- while self.direction >
180
:
- self.direction -=
360
- while self.direction < -
180
:
- self.direction +=
360
+ while self.direction >
math.pi
:
+ self.direction -=
PI_2
+ while self.direction < -
math.pi
:
+ self.direction +=
PI_2
self.direction /= self.direction_frames
elif isinstance(action, parser.Accel):
self.direction /= self.direction_frames
elif isinstance(action, parser.Accel):
@@
-257,16
+262,17
@@
class Bullet(object):
if self.target is None:
return self.direction
else:
if self.target is None:
return self.direction
else:
- return math.degrees(
- math.atan2(self.target.x - self.x, self.y - self.target.y))
+ return math.atan2(self.target.x - self.x, self.y - self.target.y)
@property
def finished(self):
"""Check if this bullet is finished running."""
@property
def finished(self):
"""Check if this bullet is finished running."""
+ if not self.vanished:
+ return False
for action in self.actions:
if not action.finished:
return False
for action in self.actions:
if not action.finished:
return False
- return
self.vanished
+ return
True
def vanish(self):
"""Vanish this bullet and stop all actions."""
def vanish(self):
"""Vanish this bullet and stop all actions."""
@@
-291,11
+297,10
@@
class Bullet(object):
for action in self.actions:
created.extend(action.step())
for action in self.actions:
created.extend(action.step())
- direction = math.radians(self.direction)
self.px = self.x
self.py = self.y
self.px = self.x
self.py = self.y
- self.x += self.mx + math.sin(direction) * self.speed
- self.y += self.my - math.cos(direction) * self.speed
+ self.x += self.mx + math.sin(
self.
direction) * self.speed
+ self.y += self.my - math.cos(
self.
direction) * self.speed
return created
return created