Mercurial > fife-parpg
annotate demos/shooter/scripts/scene.py @ 478:41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
Added a garbage collection routine.
Removed the remaining traces of the projectile specific code in Scene.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 22 Apr 2010 21:04:13 +0000 |
parents | 6b33d80b468b |
children | ab28994820dd |
rev | line source |
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446
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1 # -*- coding: utf-8 -*- |
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2 |
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3 # #################################################################### |
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4 # Copyright (C) 2005-2009 by the FIFE team |
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5 # http://www.fifengine.de |
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6 # This file is part of FIFE. |
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7 # |
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8 # FIFE is free software; you can redistribute it and/or |
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9 # modify it under the terms of the GNU Lesser General Public |
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10 # License as published by the Free Software Foundation; either |
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11 # version 2.1 of the License, or (at your option) any later version. |
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12 # |
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13 # This library is distributed in the hope that it will be useful, |
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14 # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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16 # Lesser General Public License for more details. |
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17 # |
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18 # You should have received a copy of the GNU Lesser General Public |
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19 # License along with this library; if not, write to the |
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20 # Free Software Foundation, Inc., |
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21 # 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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22 # #################################################################### |
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23 |
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24 from fife import fife |
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25 from scripts.ships.shipbase import * |
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26 from scripts.ships.player import Player |
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Added different enemy types which behave differently.
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27 from scripts.ships.enemies import * |
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28 from scripts.common.helpers import Rect |
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29 |
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30 class SceneNode(object): |
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31 def __init__(self, spaceobjects = None): |
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32 if not spaceobjects: |
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33 self._spaceobjects = list() |
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34 else: |
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35 self._spaceobjects = spaceobjects |
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36 |
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37 def _getObjects(self): |
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38 return self._spaceobjects |
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39 |
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40 def _setObjects(self, spaceobjects): |
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41 self._spaceobjects = spaceobjects |
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42 |
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43 spaceobjects = property(_getObjects, _setObjects) |
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Added the ability to set the scale of the object layer. Tweaked the player controls a little bit. A little more work needs to be done to keep the player within the bounds of the camera.
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44 |
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45 class Scene(object): |
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46 def __init__(self, world, engine, objectLayer): |
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47 self._engine = engine |
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48 self._world = world |
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49 self._model = engine.getModel() |
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50 self._layer = objectLayer |
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51 self._nodes = list() |
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52 |
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53 self._player = None |
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Changed the way instances get deleted from the scene. Instances now get removed at the end of the frame as opposed to after their explosion action is complete. The old way was causing the odd segfault because the instance was being removed before FIFE was finished with it.
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54 self._objectstodelete = list() |
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55 |
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56 self._maxnodes = 128 |
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57 self._xscale = 0 |
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58 |
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59 self._time = 0 |
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60 self._timedelta = 0 |
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61 self._lasttime = 0 |
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62 |
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63 self._xscale = self._layer.getCellGrid().getXScale() |
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64 self._yscale = self._layer.getCellGrid().getYScale() |
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Added the ability to pause the game.
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65 |
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66 self._paused = False |
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67 self._timemod = 0 |
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68 |
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69 self._gameover = False |
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70 |
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71 def destroyScene(self): |
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72 nodestodelete = list() |
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73 objtodelete = list() |
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74 |
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75 for node in self._nodes: |
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76 nodestodelete.append(node) |
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77 for obj in node.spaceobjects: |
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78 objtodelete.append(node) |
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79 |
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80 for obj in objtodelete: |
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81 if obj in node.spaceobjects: |
478
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Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
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82 if obj.instance: |
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83 self._layer.deleteInstance(obj.instance) |
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84 obj.instance = None |
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85 node.spaceobjects.remove(obj) |
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86 |
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87 objtodelete = list() |
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88 |
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89 for node in nodestodelete: |
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90 if node in self._nodes: |
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91 self._nodes.remove(node) |
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92 |
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93 def initScene(self, mapobj): |
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94 #initialize our scene array to some arbitrary size |
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95 for i in range(0,self._maxnodes): |
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96 self._nodes.append(SceneNode()) |
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97 |
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98 self._player = Player(self, 'player') |
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99 self._player.init() |
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100 self._player.start() |
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Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
101 |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
102 enemies = list() |
448
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
103 |
459
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
104 temp = self._layer.getInstances('dodge1') |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
105 enemies.extend(temp) |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
106 |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
107 temp = self._layer.getInstances('dodge2') |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
108 enemies.extend(temp) |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
109 |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
110 temp = self._layer.getInstances("diag_top_right") |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
111 enemies.extend(temp) |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
112 |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
113 temp = self._layer.getInstances("diag_bottom_right") |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
114 enemies.extend(temp) |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
115 |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
116 temp = self._layer.getInstances("streaker") |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
117 enemies.extend(temp) |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
118 |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
119 temp = self._layer.getInstances("boss") |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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parents:
465
diff
changeset
|
120 enemies.extend(temp) |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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parents:
465
diff
changeset
|
121 |
448
5e2ec84902a7
Did a little re-factoring.
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parents:
447
diff
changeset
|
122 for instance in enemies: |
459
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
123 objectName = instance.getId() |
448
5e2ec84902a7
Did a little re-factoring.
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parents:
447
diff
changeset
|
124 print objectName |
5e2ec84902a7
Did a little re-factoring.
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parents:
447
diff
changeset
|
125 |
459
302a69c5141d
Player death is now handled a bit nicer.
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parents:
458
diff
changeset
|
126 if objectName == "dodge1": |
463
ac0f62a07a3e
Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
462
diff
changeset
|
127 enemy = Saucer1(self, 'enemy', instance, False) |
459
302a69c5141d
Player death is now handled a bit nicer.
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changeset
|
128 elif objectName == "dodge2": |
463
ac0f62a07a3e
Added enemy explosions and other animations.
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parents:
462
diff
changeset
|
129 enemy = Saucer2(self, 'enemy', instance, False) |
459
302a69c5141d
Player death is now handled a bit nicer.
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parents:
458
diff
changeset
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130 elif objectName == "diag_top_right": |
463
ac0f62a07a3e
Added enemy explosions and other animations.
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parents:
462
diff
changeset
|
131 enemy = DiagSaucer(self, 'enemy', 0, instance, False) |
459
302a69c5141d
Player death is now handled a bit nicer.
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458
diff
changeset
|
132 elif objectName == "diag_bottom_right": |
463
ac0f62a07a3e
Added enemy explosions and other animations.
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parents:
462
diff
changeset
|
133 enemy = DiagSaucer(self, 'enemy', 1, instance, False) |
459
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
134 elif objectName == "streaker": |
463
ac0f62a07a3e
Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
462
diff
changeset
|
135 enemy = Streaker(self, 'enemy', instance, False) |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
136 elif objectName == "boss": |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
137 enemy = Boss(self, 'enemy', instance, False) |
452
f07d779362da
Added different enemy types which behave differently.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
451
diff
changeset
|
138 else: |
463
ac0f62a07a3e
Added enemy explosions and other animations.
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parents:
462
diff
changeset
|
139 enemy = Ship(self, 'enemy', instance, False) |
452
f07d779362da
Added different enemy types which behave differently.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
451
diff
changeset
|
140 |
449
1cf56403347a
Added object bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
448
diff
changeset
|
141 enemy.start() |
451
f463ab431cc0
Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
450
diff
changeset
|
142 |
f463ab431cc0
Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
450
diff
changeset
|
143 loc = instance.getLocation().getExactLayerCoordinates() |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
144 nodeindex = int(loc.x * self._xscale) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
145 enemy.scenenodeid = nodeindex |
448
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
146 self._nodes[nodeindex].spaceobjects.append(enemy) |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
147 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
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diff
changeset
|
148 #and finally add the player to the scene |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
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parents:
452
diff
changeset
|
149 self.addObjectToScene(self._player) |
457
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
455
diff
changeset
|
150 |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
151 self.startCamera() |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
152 |
455
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
153 def pause(self, time): |
e686b82d93d0
Added the ability to pause the game.
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parents:
454
diff
changeset
|
154 self._pausedtime = time |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
155 self._paused = True |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
156 |
e686b82d93d0
Added the ability to pause the game.
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parents:
454
diff
changeset
|
157 def unpause(self, time): |
e686b82d93d0
Added the ability to pause the game.
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parents:
454
diff
changeset
|
158 self._timemod += time - self._pausedtime |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
159 self._paused = False |
457
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
455
diff
changeset
|
160 |
475
afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
474
diff
changeset
|
161 def playerHit(self, damage): |
afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
474
diff
changeset
|
162 self._player.applyHit(damage) |
afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
474
diff
changeset
|
163 |
afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
474
diff
changeset
|
164 def gameOver(self): |
afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
474
diff
changeset
|
165 self._gameover = True |
afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
474
diff
changeset
|
166 self._world.gameOver() |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
167 |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
168 def endLevel(self): |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
169 self._world.endLevel() |
458
e77ebf128a74
Fixed a small bug where projectiles are not updated when it is game over.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
457
diff
changeset
|
170 |
476
78a1eb57c074
Changed the way instances get deleted from the scene. Instances now get removed at the end of the frame as opposed to after their explosion action is complete. The old way was causing the odd segfault because the instance was being removed before FIFE was finished with it.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
475
diff
changeset
|
171 def queueObjectForRemoval(self, obj): |
78a1eb57c074
Changed the way instances get deleted from the scene. Instances now get removed at the end of the frame as opposed to after their explosion action is complete. The old way was causing the odd segfault because the instance was being removed before FIFE was finished with it.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
475
diff
changeset
|
172 self._objectstodelete.append(obj) |
455
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
173 |
451
f463ab431cc0
Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
450
diff
changeset
|
174 def getObjectsInNode(self, nodeindex): |
f463ab431cc0
Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
450
diff
changeset
|
175 return self._nodes[nodeindex].instances |
448
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
176 |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
177 def getObjectsInRange(self, rangeL, rangeR): |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
178 objects = list() |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
179 |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
180 for i in range(rangeL, rangeR): |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
181 objects.extend(self._nodes[i].spaceobjects) |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
182 |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
183 return objects |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
184 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
185 def addObjectToScene(self, obj): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
186 #TODO: search to ensure the object isn't already part of the scene |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
187 loc = obj.instance.getLocation().getExactLayerCoordinates() |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
188 nodeindex = int(loc.x * self._xscale) |
471
7a79dc2a0592
Adding the credits window (still needs to be written)
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
470
diff
changeset
|
189 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
190 if nodeindex >= 0: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
191 obj.scenenodeid = nodeindex |
478
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
192 if not obj in self._nodes[nodeindex].spaceobjects: |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
193 self._nodes[nodeindex].spaceobjects.append(obj) |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
194 else: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
195 self.queueObjectForRemoval(obj) |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
196 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
197 def moveObjectInScene(self, obj): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
198 loc = obj.instance.getLocation().getExactLayerCoordinates() |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
199 nodeindex = int(loc.x * self._xscale) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
200 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
201 if nodeindex >= 0: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
202 if nodeindex != obj.scenenodeid: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
203 if obj in self._nodes[obj.scenenodeid].spaceobjects: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
204 self._nodes[obj.scenenodeid].spaceobjects.remove(obj) |
471
7a79dc2a0592
Adding the credits window (still needs to be written)
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
470
diff
changeset
|
205 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
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diff
changeset
|
206 self._nodes[nodeindex].spaceobjects.append(obj) |
6b33d80b468b
Projectiles are now part of the scene.
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parents:
476
diff
changeset
|
207 |
6b33d80b468b
Projectiles are now part of the scene.
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parents:
476
diff
changeset
|
208 obj.scenenodeid = nodeindex |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
209 else: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
210 self.queueObjectForRemoval(obj) |
471
7a79dc2a0592
Adding the credits window (still needs to be written)
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
470
diff
changeset
|
211 |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
212 def removeObjectFromScene(self, obj): |
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
213 for node in self._nodes: |
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
214 if obj in node.spaceobjects: |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
215 if obj.instance: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
216 self._layer.deleteInstance(obj.instance) |
6b33d80b468b
Projectiles are now part of the scene.
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parents:
476
diff
changeset
|
217 obj.instance = None |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
218 node.spaceobjects.remove(obj) |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
219 break |
448
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
220 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
221 def attachCamera(self, cam): |
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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parents:
diff
changeset
|
222 self._camera = cam |
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
223 self._camera.setLocation(self._player.location) |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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parents:
465
diff
changeset
|
224 |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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changeset
|
225 def stopCamera(self): |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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parents:
465
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changeset
|
226 self._cameraspeed = 0 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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parents:
diff
changeset
|
227 |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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changeset
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228 def startCamera(self): |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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parents:
465
diff
changeset
|
229 self._cameraspeed = 0.001 |
478
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
230 |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
231 def collectGarbage(self): |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
232 for obj in self._objectstodelete: |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
233 self.removeObjectFromScene(obj) |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
234 |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
235 self._objectstodelete = list() |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
236 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
237 def update(self, time, keystate): |
455
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
238 timedelta = (time - self._timemod) - self._time |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
239 self._timedelta = timedelta |
455
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
240 self._time = time - self._timemod |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
241 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
242 self._keystate = keystate |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
243 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
244 |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
245 #some garbage cleanup |
478
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
246 self.collectGarbage() |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
247 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
248 #update camera location |
447
64676ea55472
Added the ability to set the scale of the object layer. Tweaked the player controls a little bit. A little more work needs to be done to keep the player within the bounds of the camera.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
446
diff
changeset
|
249 loc = self._camera.getLocation() |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
250 exactloc = self._camera.getLocation().getExactLayerCoordinates() |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
251 #slowly move to the right |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
252 exactloc.x += timedelta * self._cameraspeed |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
253 loc.setExactLayerCoordinates(exactloc) |
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
254 self._camera.setLocation(loc) |
448
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
255 |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
256 topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
257 bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
258 |
449
1cf56403347a
Added object bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
448
diff
changeset
|
259 #which scene nodes to use to update objects |
448
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
260 leftnode = int(topleft.x) |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
261 rightnode = int(bottomright.x) + 1 |
448
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
262 |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
263 #get a list of objects on the screen |
448
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
264 if leftnode < 0: |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
265 leftnode = 0 |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
266 if rightnode > self._maxnodes: |
5e2ec84902a7
Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
447
diff
changeset
|
267 rightnode = self._maxnodes |
449
1cf56403347a
Added object bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
448
diff
changeset
|
268 screenlist = self.getObjectsInRange(leftnode, rightnode) |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
269 |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
270 #update objects on the screen |
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
271 for obj in screenlist: |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
272 if obj.type == SHTR_LASTBOSS: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
273 if bottomright.x > ((obj.location.getExactLayerCoordinates().x * self._xscale) + 0.5): |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
274 self.stopCamera() |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
275 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
276 if not (obj.type == SHTR_PLAYER and self._gameover): |
457
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
455
diff
changeset
|
277 obj.update() |
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
455
diff
changeset
|
278 |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
279 if obj.changedposition: |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
280 self.moveObjectInScene(obj) |
447
64676ea55472
Added the ability to set the scale of the object layer. Tweaked the player controls a little bit. A little more work needs to be done to keep the player within the bounds of the camera.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
446
diff
changeset
|
281 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
282 if obj.type != SHTR_PLAYER and obj.type != SHTR_PROJECTILE: |
463
ac0f62a07a3e
Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
462
diff
changeset
|
283 if obj.running and obj.boundingbox.intersects(self._player.boundingbox): |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
284 #player touched an enemy. Destroy player and |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
285 #re-initialize scene |
459
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
286 if not self._player.invulnerable: |
475
afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
474
diff
changeset
|
287 #collision damage of 1 |
afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
474
diff
changeset
|
288 self.playerHit(1) |
afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
474
diff
changeset
|
289 obj.applyHit(1) |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
290 |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
291 elif obj.type == SHTR_PROJECTILE: |
478
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
292 |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
293 #projectile went off the right edge of the screen. Remove it from the scene. |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
294 if obj.scenenodeid >= rightnode: |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
295 self.queueObjectForRemoval(obj) |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
296 continue |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
297 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
298 #could probably just get the nodes in the projectiles scenenode. |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
299 #use a range to be sure. |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
300 pcollide = self.getObjectsInRange(obj.scenenodeid - 1, obj.scenenodeid + 1) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
301 |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
302 for o in pcollide: |
6b33d80b468b
Projectiles are now part of the scene.
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303 #cant get hit by your own bullet |
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304 if obj.owner != o and o.type != SHTR_PROJECTILE: |
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305 if o.running and obj.boundingbox.intersects(o.boundingbox): |
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306 if o != self._player and obj.owner.type == SHTR_PLAYER: |
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307 o.applyHit(obj.damage) |
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308 #check if enemy ship was destroyed |
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309 if not o.running: |
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310 self._player.applyScore(o.scorevalue) |
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311 obj.destroy() |
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312 elif o == self._player: |
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313 #player got hit by a projectile |
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314 if not self._player.invulnerable: |
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315 self.playerHit(obj.damage) |
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316 obj.destroy() |
460
5e1d6e40d19d
Fixed bounding boxes.
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317 |
477
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318 #queue list of projectiles to remove (ttl expired or has been destroyed) |
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319 if not obj.running: |
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320 self.queueObjectForRemoval(obj) |
450
ba6817013343
Added score keeping ability.
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321 |
477
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322 # self._world.renderBoundingBox(obj) |
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323 |
453
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324 |
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325 |
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326 def _getPlayer(self): |
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327 return self._player |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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328 |
453
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329 def _getKeyState(self): |
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330 return self._keystate |
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331 |
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332 def _getCamera(self): |
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333 return self._camera |
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334 |
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335 def _getObjectLayer(self): |
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336 return self._layer |
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337 |
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338 def _getModel(self): |
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339 return self._model |
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340 |
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341 def _getTime(self): |
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342 return self._time |
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343 |
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344 def _getTimeDelta(self): |
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345 return self._timedelta |
455
e686b82d93d0
Added the ability to pause the game.
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346 |
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Added the ability to pause the game.
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347 def _getPaused(self): |
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348 return self._paused |
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Added the ability to pause the game.
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349 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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350 player = property(_getPlayer) |
453
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351 keystate = property(_getKeyState) |
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352 camera = property(_getCamera) |
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353 objectlayer = property(_getObjectLayer) |
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354 model = property(_getModel) |
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355 time = property(_getTime) |
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356 timedelta = property(_getTimeDelta) |
455
e686b82d93d0
Added the ability to pause the game.
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357 paused = property(_getPaused) |