X-Git-Url: https://git.yukkurigames.com/?p=python-bulletml.git;a=blobdiff_plain;f=bulletml%2Fimpl.py;h=8ef78abd7f0863f65fb379f812809e9bfdfde92e;hp=b2a0aaecfe5f86c712c6bf775d5dcb62dd45d6d5;hb=e0a48bf90fd856cb7009eb2140187145c7d0ebaf;hpb=46bf768bd1369c837794346190b07f8e8a1d3ae2 diff --git a/bulletml/impl.py b/bulletml/impl.py index b2a0aae..8ef78ab 100644 --- a/bulletml/impl.py +++ b/bulletml/impl.py @@ -2,28 +2,26 @@ 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 @@ -70,19 +68,14 @@ class Action(object): 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: @@ -100,6 +93,9 @@ class Action(object): self.wait_frames -= 1 return + s_params = self.params + rank = owner.rank + while True: self.pc += 1 @@ -118,163 +114,9 @@ class Action(object): 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. @@ -296,12 +138,10 @@ class Bullet(object): 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 @@ -313,23 +153,22 @@ class Bullet(object): 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 @@ -359,7 +198,7 @@ class Bullet(object): """ if not self.vanished: return False - for action in self._actions: + for action in self.actions: if not action.finished: return False return True @@ -367,9 +206,9 @@ class Bullet(object): 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. @@ -377,11 +216,11 @@ class Bullet(object): 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. @@ -393,12 +232,14 @@ class Bullet(object): """ 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