From 8134626d4517fcc582b322652243835e407524a9 Mon Sep 17 00:00:00 2001 From: Joe Wreschnig Date: Wed, 17 Mar 2010 22:56:06 -0700 Subject: [PATCH] Action: Get owner and rank during the step function, from the Bullet. This is faster and lets a bullet source change rank more dynamically, and unbloats Action. --- bulletml/impl.py | 86 ++++++++++++++++++++++-------------------------- 1 file changed, 40 insertions(+), 46 deletions(-) diff --git a/bulletml/impl.py b/bulletml/impl.py index 3326cec..ad39e7b 100644 --- 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 @@ -31,12 +28,10 @@ class Action(object): 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.rank = rank 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 - def step(self): + def step(self, owner, rank): """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 @@ -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: - self.owner.direction += self.owner.aim + 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 @@ -109,39 +104,38 @@ class Action(object): 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): - 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)): - 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)): - 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: - 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: @@ -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". - speed += self.owner.speed + 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) + bullet = Bullet(owner.x, owner.y, direction, speed, + owner.target, actions, self, rank) 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 = (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(self.params, rank) self.direction_frames = frames self.aiming = False if type == "sequence": @@ -182,15 +176,15 @@ class Action(object): 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 - + self.owner.aim - - self.owner.direction) % PI_2 + + owner.aim + - owner.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): - 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.mx = (mx - self.owner.mx) / frames + self.mx = (mx - owner.mx) / frames 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": - 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): - self.wait_frames = action(self.params, self.rank) + self.wait_frames = action(self.params, rank) break elif isinstance(action, parser.Vanish): - self.owner.vanish() + owner.vanish() 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 action + rank - game difficulty, 0 to 1, default 0.5 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 - rank - game difficulty, 0 to 1 + """ 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 @@ -258,8 +253,7 @@ class Bullet(object): 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] @@ -327,7 +321,7 @@ class Bullet(object): 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 -- 2.20.1