X-Git-Url: https://git.yukkurigames.com/?p=python-bulletml.git;a=blobdiff_plain;f=bulletml%2Fimpl.py;h=358aae1a1c192a60d8c4567aa5ddf63b6821a321;hp=c228a3360b224fcee2e03288d4f9886776c8ff7a;hb=62bfd556a69becf6b23715a150accac703af9058;hpb=cbf6542a1876a86e4f75c96bad92f653ed924618 diff --git a/bulletml/impl.py b/bulletml/impl.py index c228a33..358aae1 100644 --- a/bulletml/impl.py +++ b/bulletml/impl.py @@ -1,52 +1,55 @@ -"""BulletML implementation. - -http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html -""" +"""BulletML implementation.""" from __future__ import division import math -from bulletml import parser, errors +from bulletml import parser # TODO(jfw): This is very non-Pythonic, it's pretty much just the # BulletML reference ActionImpl translated to Python. +PI_2 = math.pi * 2 + +__all__ = ["Action", "Bullet"] + class Action(object): """Running action implementation.""" - def __init__(self, owner, parent, actions, params, rank): + def __init__(self, owner, parent, actions, params, rank, repeat=1): self.actions = actions self.parent = parent - self.repeat = 0 + self.repeat = repeat self.wait_frames = 0 self.speed = 0 self.speed_frames = 0 - self.aim_direction = 0 self.direction = 0 self.direction_frames = 0 self.aiming = False - self.aim_mx = 0 - self.aim_my = 0 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: self.copy_state(parent) + def __repr__(self): + return "%s(pc=%r, actions=%r)" % ( + type(self).__name__, self.pc, self.actions) + def vanish(self): + """End this action and its parents.""" if self.parent: self.parent.vanish() - self.repeat = 0 self.pc = None + self.finished = True def copy_state(self, other): + """Copy fire/movement state from other to self.""" self.direction_frames = other.direction_frames self.direction = other.direction self.aiming = other.aiming @@ -58,23 +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 @@ -85,111 +94,125 @@ class Action(object): while True: self.pc += 1 - if self.pc >= len(self.actions): + + try: + action = self.actions[self.pc] + except IndexError: self.repeat -= 1 if self.repeat <= 0: + self.pc = None + 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] + 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) - child.repeat = 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)): - action, 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": - direction += self.owner.aim + if type == "aim" or type is None: + 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: speed, type = speed 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. - speed += self.owner.speed + # 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 - 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": - self.aiming = False self.direction = direction else: if type == "absolute": - self.aiming = False self.direction = ( - direction - self.owner.direction) % 360 + direction - owner.direction) % PI_2 elif type == "relative": - self.aiming = False self.direction = direction else: self.aiming = True self.direction = ( direction - + self.owner.aim - - self.owner.direction) % 360 + + owner.aim + - owner.direction) % PI_2 - while self.direction > 180: - self.direction -= 360 - while self.direction < -180: - self.direction += 360 + if self.direction > math.pi: + self.direction -= PI_2 + if self.direction < -math.pi: + self.direction += PI_2 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 - bullet.mx) / frames + self.mx = (mx - owner.mx) / frames elif type == "relative": self.mx = mx / frames if vertical: @@ -197,25 +220,43 @@ class Action(object): if type == "sequence": self.my = my elif type == "absolute": - self.my = (my - bullet.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 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): + actions=(), parent=None, rank=0.5): self.x = self.px = x self.y = self.py = y self.mx = 0 @@ -224,51 +265,79 @@ class Bullet(object): self.speed = speed self.vanished = False self.target = target - self.actions = [] - if actions and not parent: - raise errors.Error - for action, params in actions: - self.actions.append( - Action(self, parent, action, params, parent.rank)) + self.rank = rank + # 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)") % ( 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.vanished) @property def aim(self): - """Angle to the target.""" + """Angle to the target, in radians.""" if self.target is None: return self.direction else: - return math.atan2(self.target.x - self.x, self.target.y - self.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. + + 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. + + 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()) + for action in self._actions: + created.extend(action.step(self, self.rank)) - direction = math.degrees(self.direction) - self.x += self.mx + math.sin(direction) * self.speed - self.y += self.my + math.cos(direction) * self.speed + self.px = self.x + self.py = self.y + self.x += self.mx + math.sin(self.direction) * self.speed + self.y += self.my - math.cos(self.direction) * self.speed return created