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Action: Get owner and rank during the step function, from the Bullet. This is faster...
author
Joe Wreschnig
<joe.wreschnig@gmail.com>
Thu, 18 Mar 2010 05:56:06 +0000
(22:56 -0700)
committer
Joe Wreschnig
<joe.wreschnig@gmail.com>
Thu, 18 Mar 2010 05:56:06 +0000
(22:56 -0700)
bulletml/impl.py
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blob
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diff --git
a/bulletml/impl.py
b/bulletml/impl.py
index
3326cec
..
ad39e7b
100644
(file)
--- a/
bulletml/impl.py
+++ b/
bulletml/impl.py
@@
-1,7
+1,4
@@
-"""BulletML implementation.
-
-http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html
-"""
+"""BulletML implementation."""
from __future__ import division
from __future__ import division
@@
-31,12
+28,10
@@
class Action(object):
self.aiming = False
self.mx = 0
self.my = 0
self.aiming = False
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.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.pc = -1
self.finished = False
if parent:
@@
-66,13
+61,13
@@
class Action(object):
self.previous_fire_direction = other.previous_fire_direction
self.previous_fire_speed = other.previous_fire_speed
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
"""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
if self.direction_frames > 0:
# The Noiz implementation was a little weird here, I think
@@
-81,14
+76,14
@@
class Action(object):
# check is supposed to do, exactly.
self.direction_frames -= 1
if self.aiming and self.direction_frames <= 0:
# check is supposed to do, exactly.
self.direction_frames -= 1
if self.aiming and self.direction_frames <= 0:
-
self.owner.direction += self.
owner.aim
+
owner.direction +=
owner.aim
else:
else:
-
self.
owner.direction += self.direction
+ owner.direction += self.direction
if self.accel_frames > 0:
self.accel_frames -= 1
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
if self.pc is None:
return created
@@
-109,39
+104,38
@@
class Action(object):
self.finished = True
if self.parent is not None:
self.parent.copy_state(self)
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]
if isinstance(action, parser.Repeat):
break
else:
self.pc = 0
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, 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)):
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(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)):
break
elif isinstance(action, (parser.FireDef, parser.FireRef)):
- direction, speed, actions = action(self.params,
self.
rank)
+ direction, speed, actions = action(self.params, rank)
if direction:
direction, type = direction
if type == "aim" or type is None:
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":
elif type == "sequence":
direction += self.previous_fire_direction
elif type == "relative":
- direction +=
self.
owner.direction
+ direction += owner.direction
else:
else:
- direction =
self.
owner.aim
+ direction = owner.aim
self.previous_fire_direction = direction
if speed:
self.previous_fire_direction = direction
if speed:
@@
-154,27
+148,27
@@
class Action(object):
# pretty clear -- "0 means that the direction
# of this fire and the direction of the bullet
# are the same".
# pretty clear -- "0 means that the direction
# of this fire and the direction of the bullet
# are the same".
- speed +=
self.
owner.speed
+ speed += owner.speed
else:
speed = 1
self.previous_fire_speed = speed
else:
speed = 1
self.previous_fire_speed = speed
- bullet = Bullet(
self.owner.x, self.
owner.y, direction, speed,
-
self.owner.target, actions, self
)
+ bullet = Bullet(
owner.x,
owner.y, direction, speed,
+
owner.target, actions, self, rank
)
created.append(bullet)
elif isinstance(action, parser.ChangeSpeed):
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_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):
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.direction_frames = frames
self.aiming = False
if type == "sequence":
@@
-182,15
+176,15
@@
class Action(object):
else:
if type == "absolute":
self.direction = (
else:
if type == "absolute":
self.direction = (
- direction -
self.
owner.direction) % PI_2
+ direction - owner.direction) % PI_2
elif type == "relative":
self.direction = direction
else:
self.aiming = True
self.direction = (
direction
elif type == "relative":
self.direction = direction
else:
self.aiming = True
self.direction = (
direction
- +
self.
owner.aim
- -
self.
owner.direction) % PI_2
+ + owner.aim
+ - owner.direction) % PI_2
if self.direction > math.pi:
self.direction -= PI_2
if self.direction > math.pi:
self.direction -= PI_2
@@
-199,14
+193,14
@@
class Action(object):
self.direction /= self.direction_frames
elif isinstance(action, parser.Accel):
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.accel_frames = frames
if horizontal:
mx, type = horizontal
if 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:
elif type == "relative":
self.mx = mx / frames
if vertical:
@@
-214,16
+208,16
@@
class Action(object):
if type == "sequence":
self.my = my
elif type == "absolute":
if 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.Wait):
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):
break
elif isinstance(action, parser.Vanish):
-
self.
owner.vanish()
+ owner.vanish()
break
return created
break
return created
@@
-239,17
+233,18
@@
class Bullet(object):
speed - speed of movement, in units per frame
target - object with .x and .y fields for "aim" directions
vanished - set to true by a <vanish> action
speed - speed of movement, in units per frame
target - object with .x and .y fields for "aim" directions
vanished - set to true by a <vanish> action
+ rank - game difficulty, 0 to 1, default 0.5
Contructor Arguments:
Contructor Arguments:
- x, y, direction, speed, target - same as the attributes
+ x, y, direction, speed, target
, rank
- same as the attributes
actions - internal action list
parent - parent of actions, None for manually-created bullets
actions - internal action list
parent - parent of actions, None for manually-created bullets
- rank - game difficulty, 0 to 1
+
"""
def __init__(self, x=0, y=0, direction=0, speed=0, target=None,
"""
def __init__(self, x=0, y=0, direction=0, speed=0, target=None,
- actions=(), parent=None, rank=
None
):
+ actions=(), parent=None, rank=
0.5
):
self.x = self.px = x
self.y = self.py = y
self.mx = 0
self.x = self.px = x
self.y = self.py = y
self.mx = 0
@@
-258,8
+253,7
@@
class Bullet(object):
self.speed = speed
self.vanished = False
self.target = target
self.speed = speed
self.vanished = False
self.target = target
- if rank is None:
- rank = parent.rank if parent else 0.5
+ self.rank = rank
# New bullets reset the parent hierarchy.
self._actions = [Action(self, None, action, params, rank)
for action, params in actions]
# New bullets reset the parent hierarchy.
self._actions = [Action(self, None, action, params, rank)
for action, params in actions]
@@
-327,7
+321,7
@@
class Bullet(object):
created = []
for action in self._actions:
created = []
for action in self._actions:
- created.extend(action.step())
+ created.extend(action.step(
self, self.rank
))
self.px = self.x
self.py = self.y
self.px = self.x
self.py = self.y