X-Git-Url: https://git.yukkurigames.com/?p=python-bulletml.git;a=blobdiff_plain;f=bulletml%2Fimpl.py;h=6e8138a042bec6374d2a21de47a3c5efb9456e88;hp=a0ef92ccdd0952087b9e79f7b665dbd352e23616;hb=6e7423671150b704dd2accbf4b8d544744271b81;hpb=97141cbfbbae18076db7a1185ea46f23c412b620 diff --git a/bulletml/impl.py b/bulletml/impl.py index a0ef92c..6e8138a 100644 --- a/bulletml/impl.py +++ b/bulletml/impl.py @@ -1,52 +1,62 @@ -"""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 + +PI_2 = math.pi * 2 -# TODO(jfw): This is very non-Pythonic, it's pretty much just the -# BulletML reference ActionImpl translated to Python. +__all__ = ["Action", "Bullet"] class Action(object): - """Running action implementation.""" + """Running action implementation. + + To implement new actions, - def __init__(self, owner, parent, actions, params, rank): + - 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): 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 @@ -58,165 +68,231 @@ class Action(object): self.previous_fire_direction = other.previous_fire_direction self.previous_fire_speed = other.previous_fire_speed - def step(self): - created = [] + def step(self, owner, created, sin=math.sin, cos=math.cos): + """Advance by one frame.""" + s_params = self.params + rank = owner.rank 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 + return if self.wait_frames > 0: self.wait_frames -= 1 - return created + return 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(s_params, rank) + child = self.__class__( + owner, self, actions, params, rank, repeat) + owner.replace(self, child) + child.step(owner, created, sin, cos) 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(s_params, rank) + child = self.__class__(owner, self, actions, params, rank) + owner.replace(self, child) + child.step(owner, created, sin, cos) break elif isinstance(action, (parser.FireDef, parser.FireRef)): - direction, speed, actions = action(self.params, self.rank) + direction, speed, offset, tags, actions = action(s_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: 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(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 + + bullet = owner.__class__( + x=x, y=y, direction=direction, speed=speed, + target=owner.target, actions=actions, rank=rank, + tags=tags, Action=self.__class__) created.append(bullet) elif isinstance(action, parser.ChangeSpeed): - frames, (speed, type) = action(self.params, self.rank) + frames, (speed, type) = action(s_params, rank) self.speed_frames = frames - if type == "sequence": + 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 - 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(s_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 - elif type == "relative": - self.aiming = False - self.direction = direction - else: + direction -= owner.direction + elif type != "relative": # aim or default self.aiming = True - self.direction = ( - direction - + self.owner.aim - - self.owner.direction) % 360 + direction += owner.aim - owner.direction - while self.direction > 180: - self.direction -= 360 - while self.direction < -180: - self.direction += 360 - self.direction /= self.direction_frames + # Normalize to [-pi, pi). + direction = (direction + math.pi) % PI_2 - math.pi + if frames <= 0: + owner.direction += direction + else: + self.direction = direction / frames elif isinstance(action, parser.Accel): - frames, horizontal, vertical = action(self.params, self.rank) + frames, horizontal, vertical = action(s_params, rank) self.accel_frames = frames if horizontal: mx, type = horizontal - if type == "sequence": + 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 - self.owner.mx) / frames + self.mx = (mx - owner.mx) / frames elif type == "relative": self.mx = mx / frames if vertical: my, type = vertical - if type == "sequence": + 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 - self.owner.my) / frames + 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(self.params, self.rank) + self.wait_frames = action(s_params, rank) break elif isinstance(action, parser.Vanish): - self.owner.vanish() + owner.vanish() break - return created + else: + self.handle(action, owner, created, sin, cos) + + def handle(self, action, owner, created, sin, cos): + """Override in subclasses for new action types.""" + raise NotImplementedError(action.__class__.__name__) 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 + tags - string tags set by the running actions + + Contructor Arguments: + x, y, direction, speed, target, rank - same as the attributes + actions - internal action list + Action - custom Action constructor + + + """ def __init__(self, x=0, y=0, direction=0, speed=0, target=None, - actions=(), parent=None, rank=None): + actions=(), rank=0.5, tags=(), Action=Action): self.x = self.px = x self.y = self.py = y self.mx = 0 @@ -225,65 +301,94 @@ class Bullet(object): self.speed = speed self.vanished = False self.target = target - self.actions = [] - if rank is None: - rank = parent.rank if parent else 0.5 - for action, params in actions: - self.actions.append( - Action(self, parent, action, params, rank)) + self.rank = rank + self.tags = set(tags) + # New bullets reset the parent hierarchy. + self._actions = [Action(self, None, action, params, rank) + for action, params in 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] + return cls(x=x, y=y, direction=direction, speed=speed, + target=target, actions=actions, rank=rank, Action=Action) 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.""" - if self.target is None: - return self.direction + """Angle to the target, in radians. + + If the target does not exist or cannot be found, return 0. + """ + try: + target_x = self.target.x + target_y = self.target.y + except AttributeError: + return 0 else: - return math.degrees( - math.atan2(self.target.x - self.x, self.target.y - self.y)) + return math.atan2(target_x - self.x, self.y - target_y) @property def finished(self): - return self.vanished and not self.actions + """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): - created = [] + def step(self, sin=math.sin, cos=math.cos): + """Advance by one frame. - self.actions = filter(None, self.actions) + This updates the position and velocity, and may also set the + vanished flag. - for action in self.actions: - created.extend(action.step()) + It returns any new bullets this bullet spawned during this step. + """ + created = [] - direction = math.radians(self.direction) - self.x += self.mx + math.sin(direction) * self.speed - self.y += self.my + math.cos(direction) * self.speed + for action in self._actions: + action.step(self, created, sin, cos) - return created - - @classmethod - def FromDoc(cls, doc, params=(), x=0, y=0, speed=0, direction=0, - target=None, rank=0.5): - actions = [act(params, rank) for act in doc.top] - return cls(x, y, direction, speed, target, actions, rank=rank) + 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 + return created