Improve coding style

This commit is contained in:
Nguyễn Gia Phong 2018-10-09 21:20:38 +07:00
parent eb088c0cf1
commit bad902d02e
3 changed files with 36 additions and 32 deletions

View File

@ -94,7 +94,7 @@ class Hero:
self.next_beat -= 1000.0 / fps
self.next_strike -= 1000.0 / fps
full_spin = pi * 2 / self.get_sides()
full_spin = pi * 2 / self.sides
if self.slashing and self.next_strike <= 0:
self.next_strike = ATTACK_SPEED
self.spin_queue = randsign() * self.spin_speed
@ -105,9 +105,10 @@ class Hero:
else:
self.spin_queue = 0.0
def get_sides(self):
"""Return the number of sides the hero has. While the hero is
generally a trigon, Agent Orange may turn him into a square.
@property
def sides(self):
"""Number of sides the hero has. While the hero is generally
a trigon, Agent Orange may turn him into a square.
"""
return 3 if self.next_heal < 0 else 4
@ -115,21 +116,22 @@ class Hero:
"""Turn to the given angle if the hero is not busy slashing."""
if round(self.spin_queue) != 0: return
delta = (angle - self.angle + pi) % (pi * 2) - pi
unit = pi * 2 / self.get_sides() / self.spin_speed
unit = pi * 2 / self.sides / self.spin_speed
if abs(delta) < unit:
self.angle, self.spin_queue = angle, 0.0
else:
self.spin_queue = delta / unit
def get_shots(self):
"""Return list of Bullet shot by the hero."""
@property
def shots(self):
"""List of Bullet the hero has just shot."""
if not self.firing or self.slashing or self.next_strike > 0: return []
self.next_strike = ATTACK_SPEED
if not randrange(int(self.highness + 1)):
return [Bullet(self.surface, self.x, self.y,
self.angle, 'Aluminium')]
self.highness -= 1.0
n = self.get_sides()
n = self.sides
corners = {randrange(n) for _ in range(n)}
angles = (self.angle + pi*2*corner/n for corner in corners)
return [Bullet(self.surface, self.x, self.y, angle, 'Aluminium')
@ -141,7 +143,7 @@ class Hero:
def draw(self):
"""Draw the hero."""
trigon = regpoly(self.get_sides(), self.R, self.angle, self.x, self.y)
trigon = regpoly(self.sides, self.R, self.angle, self.x, self.y)
fill_aapolygon(self.surface, trigon, self.get_color())
def resize(self, maze_size):
@ -182,17 +184,19 @@ class Enemy:
self.sfx_slash = SFX_SLASH_HERO
def get_pos(self):
"""Return coordinate of the center of the enemy."""
@property
def pos(self):
"""Coordinates (in pixels) of the center of the enemy."""
x, y = self.maze.get_pos(self.x, self.y)
step = self.maze.distance * ENEMY_SPEED / self.maze.fps
return x + self.offsetx*step, y + self.offsety*step
def get_distance(self):
"""Return the distance from the center of the enemy to
the center of the maze.
@property
def distance(self):
"""Distance from the center of the enemy
to the center of the maze.
"""
return self.maze.get_distance(*self.get_pos())
return self.maze.get_distance(*self.pos)
def place(self, x=0, y=0):
"""Move the enemy by (x, y) (in grids)."""
@ -200,6 +204,11 @@ class Enemy:
self.y += y
if self.awake: self.maze.map[self.x][self.y] = ENEMY
@property
def spawn_volumn(self):
"""Volumn of spawning sound effect."""
return 1 - self.distance / self.maze.get_distance(0, 0) / 2
def wake(self):
"""Wake the enemy up if it can see the hero.
@ -224,15 +233,13 @@ class Enemy:
return False
self.awake = True
self.maze.map[self.x][self.y] = ENEMY
play(self.maze.sfx_spawn,
1 - self.get_distance()/self.maze.get_distance(0, 0)/2,
self.get_angle() + pi)
play(self.maze.sfx_spawn, self.spawn_volumn, self.get_angle() + pi)
return True
def fire(self):
"""Return True if the enemy has just fired, False otherwise."""
if self.maze.hero.dead: return False
x, y = self.get_pos()
x, y = self.pos
if (self.maze.get_distance(x, y) > FIRANGE*self.maze.distance
or self.next_strike > 0
or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety
@ -269,7 +276,7 @@ class Enemy:
def get_slash(self):
"""Return the enemy's close-range damage."""
wound = (self.maze.slashd - self.get_distance()) / self.maze.hero.R
wound = (self.maze.slashd - self.distance) / self.maze.hero.R
return wound if wound > 0 else 0.0
def slash(self):
@ -283,7 +290,7 @@ class Enemy:
the center of the screen and terminal point is the center of
the enemy.
"""
x, y = self.get_pos()
x, y = self.pos
return atan2(y - self.maze.y, x - self.maze.x)
def get_color(self):
@ -304,7 +311,7 @@ class Enemy:
"""Draw the enemy."""
if self.isunnoticeable(): return
radius = self.maze.distance / SQRT2
square = regpoly(4, radius, self.angle, *self.get_pos())
square = regpoly(4, radius, self.angle, *self.pos)
fill_aapolygon(self.maze.surface, square, self.get_color())
def update(self):

View File

@ -52,7 +52,7 @@ MAZE_SIZE = 10 # cells
MIDDLE = MAZE_SIZE // 2 * CELL_WIDTH
HEAL_SPEED = 1 # HP/s
HERO_SPEED = 5 # grid/s
ENEMY_SPEED = 6 # grid/s
ENEMY_SPEED = 6 # grid/s
BULLET_SPEED = 15 # grid/s
ATTACK_SPEED = 333.333 # ms/strike
MAX_WOUND = 1 # per attack turn

View File

@ -264,7 +264,7 @@ class Maze:
# in playable FPS (24 to infinity), the difference within 2%.
self.hero.next_heal = abs(self.hero.next_heal * (1 - wound))
elif (uniform(0, sum(self.enemy_weights.values()))
< self.enemy_weights[color]):
< self.enemy_weights[color]):
self.hero.next_heal = -1.0 # what doesn't kill you heals you
if color == 'Butter' or color == 'ScarletRed':
wound *= ENEMY_HP
@ -283,7 +283,7 @@ class Maze:
if not self.hero.spin_queue: return
killist = []
for i, enemy in enumerate(self.enemies):
d = self.slashd - enemy.get_distance()
d = self.slashd - enemy.distance
if d > 0:
wound = d * SQRT2 / self.distance
if self.next_slashfx <= 0:
@ -299,7 +299,7 @@ class Maze:
def track_bullets(self):
"""Handle the bullets."""
self.bullets.extend(self.hero.get_shots())
self.bullets.extend(self.hero.shots)
fallen = []
block = (self.hero.spin_queue and self.hero.next_heal < 0
and self.hero.next_strike > self.hero.spin_queue / self.fps)
@ -316,17 +316,14 @@ class Maze:
enemy = new_enemy(self, gridx, gridy)
enemy.awake = True
self.map[gridx][gridy] = ENEMY
play(self.sfx_spawn,
1 - enemy.get_distance()/self.get_distance(0, 0)/2,
enemy.get_angle())
play(self.sfx_spawn, enemy.spawn_volumn, enemy.get_angle())
enemy.hit(wound)
self.enemies.append(enemy)
fallen.append(i)
continue
for j, enemy in enumerate(self.enemies):
if not enemy.awake: continue
x, y = enemy.get_pos()
if bullet.get_distance(x, y) < self.distance:
if bullet.get_distance(*enemy.pos) < self.distance:
enemy.hit(wound)
if enemy.wound >= ENEMY_HP:
self.score += enemy.wound
@ -389,7 +386,7 @@ class Maze:
for enemy in self.enemies:
if enemy.isunnoticeable(): continue
x, y = self.expos(*enemy.get_pos())
x, y = self.expos(*enemy.pos)
color, angle = COLORS[enemy.get_color()], deg(enemy.angle)
export['e'].append([color, x, y, angle])