X-Git-Url: https://git.yukkurigames.com/?p=python-bulletml.git;a=blobdiff_plain;f=bulletml%2Fimpl.py;h=ca800be7848a15a4799a98e3a4f6835d3a984784;hp=262b7dc4d67f02fcc7429bd4584b22aaa6274ca7;hb=3d98afa00a8befa0d8d94c1df2002ea3880bcca2;hpb=a03368b26c6dc6228a6d5a9ff54fcaeec85072a3 diff --git a/bulletml/impl.py b/bulletml/impl.py index 262b7dc..ca800be 100644 --- a/bulletml/impl.py +++ b/bulletml/impl.py @@ -2,33 +2,26 @@ from __future__ import division -from math import atan2, sin, cos, pi as PI +from math import atan2, sin, cos from bulletml import parser -PI_2 = PI * 2 - __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__: - - 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 __call__(self, owner, action, params, rank, created) - Or, for very simple actions, add it to the Action.CUSTOM - dictionary. The key should be the type of the action and the - value a 3-ary callable that recieves the Action instance, the - owner, and a list to append created bullets to. - """ + 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. - CUSTOM = {} + """ def __init__(self, owner, parent, actions, params, rank, repeat=1): self.actions = actions @@ -122,168 +115,16 @@ 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)): + if 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() + elif 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.""" - try: - handler = self.CUSTOM[type(action)] - except KeyError: - raise NotImplementedError(action.__class__.__name__) - else: - handler(self, owner, created) - class Bullet(object): """Simple bullet implementation. @@ -305,7 +146,6 @@ class Bullet(object): actions - internal action list Action - custom Action constructor - """ def __init__(self, x=0, y=0, direction=0, speed=0, target=None,