Improve coding style
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@ -94,7 +94,7 @@ class Hero:
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self.next_beat -= 1000.0 / fps
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self.next_strike -= 1000.0 / fps
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full_spin = pi * 2 / self.get_sides()
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full_spin = pi * 2 / self.sides
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if self.slashing and self.next_strike <= 0:
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self.next_strike = ATTACK_SPEED
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self.spin_queue = randsign() * self.spin_speed
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@ -105,9 +105,10 @@ class Hero:
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else:
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self.spin_queue = 0.0
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def get_sides(self):
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"""Return the number of sides the hero has. While the hero is
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generally a trigon, Agent Orange may turn him into a square.
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@property
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def sides(self):
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"""Number of sides the hero has. While the hero is generally
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a trigon, Agent Orange may turn him into a square.
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"""
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return 3 if self.next_heal < 0 else 4
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@ -115,21 +116,22 @@ class Hero:
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"""Turn to the given angle if the hero is not busy slashing."""
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if round(self.spin_queue) != 0: return
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delta = (angle - self.angle + pi) % (pi * 2) - pi
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unit = pi * 2 / self.get_sides() / self.spin_speed
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unit = pi * 2 / self.sides / self.spin_speed
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if abs(delta) < unit:
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self.angle, self.spin_queue = angle, 0.0
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else:
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self.spin_queue = delta / unit
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def get_shots(self):
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"""Return list of Bullet shot by the hero."""
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@property
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def shots(self):
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"""List of Bullet the hero has just shot."""
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if not self.firing or self.slashing or self.next_strike > 0: return []
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self.next_strike = ATTACK_SPEED
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if not randrange(int(self.highness + 1)):
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return [Bullet(self.surface, self.x, self.y,
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self.angle, 'Aluminium')]
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self.highness -= 1.0
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n = self.get_sides()
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n = self.sides
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corners = {randrange(n) for _ in range(n)}
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angles = (self.angle + pi*2*corner/n for corner in corners)
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return [Bullet(self.surface, self.x, self.y, angle, 'Aluminium')
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@ -141,7 +143,7 @@ class Hero:
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def draw(self):
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"""Draw the hero."""
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trigon = regpoly(self.get_sides(), self.R, self.angle, self.x, self.y)
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trigon = regpoly(self.sides, self.R, self.angle, self.x, self.y)
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fill_aapolygon(self.surface, trigon, self.get_color())
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def resize(self, maze_size):
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@ -182,17 +184,19 @@ class Enemy:
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self.sfx_slash = SFX_SLASH_HERO
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def get_pos(self):
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"""Return coordinate of the center of the enemy."""
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@property
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def pos(self):
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"""Coordinates (in pixels) of the center of the enemy."""
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x, y = self.maze.get_pos(self.x, self.y)
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step = self.maze.distance * ENEMY_SPEED / self.maze.fps
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return x + self.offsetx*step, y + self.offsety*step
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def get_distance(self):
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"""Return the distance from the center of the enemy to
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the center of the maze.
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@property
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def distance(self):
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"""Distance from the center of the enemy
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to the center of the maze.
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"""
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return self.maze.get_distance(*self.get_pos())
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return self.maze.get_distance(*self.pos)
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def place(self, x=0, y=0):
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"""Move the enemy by (x, y) (in grids)."""
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@ -200,6 +204,11 @@ class Enemy:
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self.y += y
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if self.awake: self.maze.map[self.x][self.y] = ENEMY
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@property
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def spawn_volumn(self):
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"""Volumn of spawning sound effect."""
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return 1 - self.distance / self.maze.get_distance(0, 0) / 2
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def wake(self):
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"""Wake the enemy up if it can see the hero.
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@ -224,15 +233,13 @@ class Enemy:
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return False
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self.awake = True
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self.maze.map[self.x][self.y] = ENEMY
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play(self.maze.sfx_spawn,
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1 - self.get_distance()/self.maze.get_distance(0, 0)/2,
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self.get_angle() + pi)
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play(self.maze.sfx_spawn, self.spawn_volumn, self.get_angle() + pi)
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return True
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def fire(self):
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"""Return True if the enemy has just fired, False otherwise."""
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if self.maze.hero.dead: return False
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x, y = self.get_pos()
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x, y = self.pos
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if (self.maze.get_distance(x, y) > FIRANGE*self.maze.distance
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or self.next_strike > 0
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or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety
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@ -269,7 +276,7 @@ class Enemy:
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def get_slash(self):
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"""Return the enemy's close-range damage."""
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wound = (self.maze.slashd - self.get_distance()) / self.maze.hero.R
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wound = (self.maze.slashd - self.distance) / self.maze.hero.R
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return wound if wound > 0 else 0.0
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def slash(self):
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@ -283,7 +290,7 @@ class Enemy:
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the center of the screen and terminal point is the center of
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the enemy.
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"""
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x, y = self.get_pos()
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x, y = self.pos
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return atan2(y - self.maze.y, x - self.maze.x)
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def get_color(self):
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@ -304,7 +311,7 @@ class Enemy:
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"""Draw the enemy."""
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if self.isunnoticeable(): return
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radius = self.maze.distance / SQRT2
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square = regpoly(4, radius, self.angle, *self.get_pos())
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square = regpoly(4, radius, self.angle, *self.pos)
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fill_aapolygon(self.maze.surface, square, self.get_color())
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def update(self):
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@ -52,7 +52,7 @@ MAZE_SIZE = 10 # cells
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MIDDLE = MAZE_SIZE // 2 * CELL_WIDTH
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HEAL_SPEED = 1 # HP/s
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HERO_SPEED = 5 # grid/s
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ENEMY_SPEED = 6 # grid/s
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ENEMY_SPEED = 6 # grid/s
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BULLET_SPEED = 15 # grid/s
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ATTACK_SPEED = 333.333 # ms/strike
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MAX_WOUND = 1 # per attack turn
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@ -264,7 +264,7 @@ class Maze:
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# in playable FPS (24 to infinity), the difference within 2%.
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self.hero.next_heal = abs(self.hero.next_heal * (1 - wound))
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elif (uniform(0, sum(self.enemy_weights.values()))
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< self.enemy_weights[color]):
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< self.enemy_weights[color]):
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self.hero.next_heal = -1.0 # what doesn't kill you heals you
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if color == 'Butter' or color == 'ScarletRed':
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wound *= ENEMY_HP
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@ -283,7 +283,7 @@ class Maze:
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if not self.hero.spin_queue: return
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killist = []
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for i, enemy in enumerate(self.enemies):
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d = self.slashd - enemy.get_distance()
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d = self.slashd - enemy.distance
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if d > 0:
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wound = d * SQRT2 / self.distance
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if self.next_slashfx <= 0:
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@ -299,7 +299,7 @@ class Maze:
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def track_bullets(self):
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"""Handle the bullets."""
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self.bullets.extend(self.hero.get_shots())
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self.bullets.extend(self.hero.shots)
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fallen = []
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block = (self.hero.spin_queue and self.hero.next_heal < 0
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and self.hero.next_strike > self.hero.spin_queue / self.fps)
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@ -316,17 +316,14 @@ class Maze:
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enemy = new_enemy(self, gridx, gridy)
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enemy.awake = True
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self.map[gridx][gridy] = ENEMY
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play(self.sfx_spawn,
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1 - enemy.get_distance()/self.get_distance(0, 0)/2,
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enemy.get_angle())
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play(self.sfx_spawn, enemy.spawn_volumn, enemy.get_angle())
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enemy.hit(wound)
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self.enemies.append(enemy)
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fallen.append(i)
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continue
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for j, enemy in enumerate(self.enemies):
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if not enemy.awake: continue
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x, y = enemy.get_pos()
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if bullet.get_distance(x, y) < self.distance:
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if bullet.get_distance(*enemy.pos) < self.distance:
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enemy.hit(wound)
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if enemy.wound >= ENEMY_HP:
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self.score += enemy.wound
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@ -389,7 +386,7 @@ class Maze:
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for enemy in self.enemies:
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if enemy.isunnoticeable(): continue
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x, y = self.expos(*enemy.get_pos())
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x, y = self.expos(*enemy.pos)
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color, angle = COLORS[enemy.get_color()], deg(enemy.angle)
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export['e'].append([color, x, y, angle])
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