X-Git-Url: https://git.yukkurigames.com/?p=python-bulletml.git;a=blobdiff_plain;f=bulletml%2Fimpl.py;h=98b0ef75547a6e55baea75526c30e801cec47be4;hp=c228a3360b224fcee2e03288d4f9886776c8ff7a;hb=ba81e7d74da58dc8dfa47949502d2a2759c84309;hpb=cbf6542a1876a86e4f75c96bad92f653ed924618 diff --git a/bulletml/impl.py b/bulletml/impl.py index c228a33..98b0ef7 100644 --- a/bulletml/impl.py +++ b/bulletml/impl.py @@ -7,27 +7,26 @@ 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 + 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 @@ -37,16 +36,23 @@ class Action(object): 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 @@ -59,18 +65,24 @@ class Action(object): self.previous_fire_speed = other.previous_fire_speed def step(self): + """Advance by one frame.""" created = [] if self.speed_frames > 0: self.speed_frames -= 1 self.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: + self.owner.direction += self.owner.aim else: self.owner.direction += self.direction + if self.accel_frames > 0: self.accel_frames -= 1 self.owner.mx += self.mx @@ -85,28 +97,32 @@ 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) 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 + child = Action( + self.owner, self, actions, params, self.rank, repeat) self.owner.replace(self, child) created.extend(child.step()) break elif isinstance(action, (parser.ActionDef, parser.ActionRef)): - action, params = action(self.params, self.rank) + 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()) @@ -116,7 +132,7 @@ class Action(object): direction, speed, actions = action(self.params, self.rank) if direction: direction, type = direction - if type == "aim": + if type == "aim" or type is None: direction += self.owner.aim elif type == "sequence": direction += self.previous_fire_direction @@ -126,14 +142,16 @@ class Action(object): direction = self.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. + # 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 @@ -158,27 +176,24 @@ class Action(object): 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 - self.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 + - self.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): @@ -189,7 +204,7 @@ class Action(object): if type == "sequence": self.mx = mx elif type == "absolute": - self.mx = (mx - bullet.mx) / frames + self.mx = (mx - self.owner.mx) / frames elif type == "relative": self.mx = mx / frames if vertical: @@ -197,7 +212,7 @@ class Action(object): if type == "sequence": self.my = my elif type == "absolute": - self.my = (my - bullet.my) / frames + self.my = (my - self.owner.my) / frames elif type == "relative": self.my = my / frames @@ -215,7 +230,7 @@ class Bullet(object): """Simple bullet implementation.""" def __init__(self, x=0, y=0, direction=0, speed=0, target=None, - actions=(), parent=None): + actions=(), parent=None, rank=None): self.x = self.px = x self.y = self.py = y self.mx = 0 @@ -224,18 +239,17 @@ 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)) + if rank is None: + rank = parent.rank if parent else 0.5 + # 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 @@ -244,31 +258,53 @@ class Bullet(object): 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. + + 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.""" 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 direction, speed, x, y, px, and py members, + and may set the vanished flag. + """ created = [] - for action in self.actions: + for action in self._actions: created.extend(action.step()) - 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