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bulletml-runner
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#!/usr/bin/env python
import os
import sys
import time
import pygame
import bulletml
import bulletml.bulletyaml
from bulletml.collision import collides_all
try:
import yaml
except ImportError:
yaml = None
try:
import psyco
except ImportError:
pass
else:
psyco.full()
def main(argv):
if not argv:
raise SystemExit("Usage: %s filename ..." % sys.argv[0])
pygame.display.init()
screen = pygame.display.set_mode([600, 600], pygame.DOUBLEBUF)
red = pygame.Surface([3, 3])
red.fill([255, 0, 0])
green = pygame.Surface([3, 3])
green.fill([0, 255, 0])
blue = pygame.Surface([3, 3])
blue.fill([0, 0, 255])
clock = pygame.time.Clock()
target = bulletml.Bullet()
bullets = dict(red=red, green=green, blue=blue)
file_idx = 0
while True:
filename = argv[file_idx % len(argv)]
doc = bulletml.BulletML.FromDocument(open(filename, "rU"))
source = bulletml.Bullet.FromDocument(
doc, x=150, y=150, target=target, rank=0.5)
active = set([source])
source.vanished = True
print(filename)
print(" Loaded %d top-level actions." % len(source.actions))
frames = 0
total = 0
paused = False
newfile = False
pygame.display.set_caption(os.path.basename(filename))
while active and not newfile:
go = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
raise SystemExit
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
paused ^= True
elif event.key == pygame.K_RIGHT:
go = True
elif event.key == pygame.K_PAGEUP:
file_idx -= 1
newfile = True
elif event.key == pygame.K_PAGEDOWN:
file_idx += 1
newfile = True
elif event.key == pygame.K_RETURN:
newfile = True
elif event.key == pygame.K_s:
source = bulletml.Bullet.FromDocument(
doc, x=150, y=150, target=target, rank=0.5)
source.vanished = True
active.add(source)
target.x, target.y = pygame.mouse.get_pos()
target.x /= 2
target.y /= 2
target.y = 300 - target.y
target.px = target.x
target.py = target.y
collides = False
if not paused or go:
lactive = list(active)
start = time.time()
count = len(active)
for obj in lactive:
new = obj.step()
total += len(new)
active.update(new)
if (obj.finished
or not (-50 < obj.x < 350)
or not (-50 < obj.y < 350)):
active.remove(obj)
if lactive:
collides = collides_all(target, lactive)
elapsed = time.time() - start
frames += 1
if frames % 100 == 0:
print(" Processing: %04d: %d bullets, %d active." % (
frames, total, count))
if elapsed:
seconds_per_bullet = elapsed / count
bullets_per_second = count / elapsed
print(" %g seconds per bullet (120Hz max: %g)." % (
seconds_per_bullet, bullets_per_second / 120))
screen.fill([0, 0, 64] if collides else [0, 0, 0] )
for obj in active:
try:
x, y = obj.x, obj.y
except AttributeError:
pass
else:
if not obj.vanished:
x *= 2
y *= 2
x -= 1
y -= 1
bullet = bullets.get(obj.appearance, red)
screen.blit(bullet, [x, 600 - y])
clock.tick(60)
pygame.display.flip()
print(" Finished: %04d: %d bullets." % (frames, total))
if __name__ == "__main__":
main(sys.argv[1:])