Mercurial > fife-parpg
annotate demos/shooter/scripts/scene.py @ 467:4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
Added the boss at the end of the level.
For some reason the high score dialog box that appears after the level is completed causes a crash. Still looking into this one.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 14 Apr 2010 16:22:36 +0000 |
parents | 4e58dab2fcdc |
children | 5994e61cdebd |
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 Ship |
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26 from scripts.ships.player import Player |
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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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54 self._projectiles = 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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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 self._boss = None |
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72 |
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73 def destroyScene(self): |
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74 nodestodelete = list() |
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75 objtodelete = list() |
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76 |
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77 for node in self._nodes: |
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78 nodestodelete.append(node) |
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79 for obj in node.spaceobjects: |
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80 objtodelete.append(node) |
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81 |
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82 for obj in objtodelete: |
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83 if obj in node.spaceobjects: |
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84 node.spaceobjects.remove(obj) |
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85 |
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86 objtodelete = list() |
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87 |
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88 for node in nodestodelete: |
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89 if node in self._nodes: |
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90 self._nodes.remove(node) |
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91 |
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92 self.removeAllProjectiles() |
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93 |
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94 def initScene(self, mapobj): |
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95 #initialize our scene array to some arbitrary size |
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96 for i in range(0,self._maxnodes): |
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97 self._nodes.append(SceneNode()) |
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98 |
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99 self._boss = None |
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100 |
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101 self._player = Player(self, 'player') |
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changeset
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102 self._player.init() |
454
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Time is now managed by the Scene object.
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453
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changeset
|
103 self._player.start() |
459
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104 |
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changeset
|
105 enemies = list() |
448
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Did a little re-factoring.
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106 |
459
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107 temp = self._layer.getInstances('dodge1') |
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108 enemies.extend(temp) |
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109 |
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110 temp = self._layer.getInstances('dodge2') |
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111 enemies.extend(temp) |
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112 |
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113 temp = self._layer.getInstances("diag_top_right") |
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114 enemies.extend(temp) |
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115 |
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116 temp = self._layer.getInstances("diag_bottom_right") |
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117 enemies.extend(temp) |
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118 |
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119 temp = self._layer.getInstances("streaker") |
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120 enemies.extend(temp) |
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121 |
467
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122 temp = self._layer.getInstances("boss") |
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123 enemies.extend(temp) |
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124 |
448
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125 for instance in enemies: |
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126 objectName = instance.getId() |
448
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127 print objectName |
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128 |
459
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129 if objectName == "dodge1": |
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130 enemy = Saucer1(self, 'enemy', instance, False) |
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131 elif objectName == "dodge2": |
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132 enemy = Saucer2(self, 'enemy', instance, False) |
459
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133 elif objectName == "diag_top_right": |
463
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134 enemy = DiagSaucer(self, 'enemy', 0, instance, False) |
459
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135 elif objectName == "diag_bottom_right": |
463
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136 enemy = DiagSaucer(self, 'enemy', 1, instance, False) |
459
302a69c5141d
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137 elif objectName == "streaker": |
463
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138 enemy = Streaker(self, 'enemy', instance, False) |
467
4d0aa75a82f1
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139 elif objectName == "boss": |
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140 enemy = Boss(self, 'enemy', instance, False) |
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141 self._boss = enemy |
452
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142 else: |
463
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143 enemy = Ship(self, 'enemy', instance, False) |
452
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144 |
449
1cf56403347a
Added object bounding boxes.
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changeset
|
145 enemy.start() |
451
f463ab431cc0
Movement shouldn't be dependent on framerate anymore.
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146 |
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Movement shouldn't be dependent on framerate anymore.
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changeset
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147 loc = instance.getLocation().getExactLayerCoordinates() |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
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148 nodeindex = int(loc.x * self._xscale) |
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changeset
|
149 enemy.scenenodeid = nodeindex |
448
5e2ec84902a7
Did a little re-factoring.
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150 self._nodes[nodeindex].spaceobjects.append(enemy) |
453
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151 |
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152 #and finally add the player to the scene |
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153 self.addObjectToScene(self._player) |
457
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Player now has 3 lives and will receive a game over message once they are used up.
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154 |
467
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155 self.startCamera() |
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156 |
455
e686b82d93d0
Added the ability to pause the game.
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157 def pause(self, time): |
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Added the ability to pause the game.
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158 self._pausedtime = time |
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159 self._paused = True |
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Added the ability to pause the game.
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160 |
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Added the ability to pause the game.
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161 def unpause(self, time): |
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162 self._timemod += time - self._pausedtime |
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Added the ability to pause the game.
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changeset
|
163 self._paused = False |
457
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
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164 |
459
302a69c5141d
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165 def playerHit(self): |
457
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Player now has 3 lives and will receive a game over message once they are used up.
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166 self._player.destroy() |
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Player now has 3 lives and will receive a game over message once they are used up.
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|
167 if self._player.lives <= -1: |
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Player now has 3 lives and will receive a game over message once they are used up.
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168 self._gameover = True |
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Player now has 3 lives and will receive a game over message once they are used up.
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169 self._world.gameOver() |
460
5e1d6e40d19d
Fixed bounding boxes.
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170 #self.removeAllProjectiles() |
457
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Player now has 3 lives and will receive a game over message once they are used up.
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171 return |
459
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172 |
462
c4f745a566d6
Added player ship animations including flash and explode.
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changeset
|
173 #self._player.setInvulnerable(2) |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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174 |
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Added damage so some enemies take more than one hit to destroy.
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175 def endLevel(self): |
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176 self._world.endLevel() |
458
e77ebf128a74
Fixed a small bug where projectiles are not updated when it is game over.
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177 |
e77ebf128a74
Fixed a small bug where projectiles are not updated when it is game over.
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changeset
|
178 def removeAllProjectiles(self): |
457
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
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179 projtodelete = list() |
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Player now has 3 lives and will receive a game over message once they are used up.
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parents:
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180 for p in self._projectiles: |
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Player now has 3 lives and will receive a game over message once they are used up.
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181 p.destroy() |
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Player now has 3 lives and will receive a game over message once they are used up.
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182 projtodelete.append(p) |
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Player now has 3 lives and will receive a game over message once they are used up.
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183 |
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Player now has 3 lives and will receive a game over message once they are used up.
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|
184 for p in projtodelete: |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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185 if p in self._projectiles: |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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|
186 self._projectiles.remove(p) |
455
e686b82d93d0
Added the ability to pause the game.
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|
187 |
451
f463ab431cc0
Movement shouldn't be dependent on framerate anymore.
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188 def getObjectsInNode(self, nodeindex): |
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Movement shouldn't be dependent on framerate anymore.
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189 return self._nodes[nodeindex].instances |
448
5e2ec84902a7
Did a little re-factoring.
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190 |
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Did a little re-factoring.
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191 def getObjectsInRange(self, rangeL, rangeR): |
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Did a little re-factoring.
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|
192 objects = list() |
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193 |
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Did a little re-factoring.
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|
194 for i in range(rangeL, rangeR): |
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Did a little re-factoring.
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|
195 objects.extend(self._nodes[i].spaceobjects) |
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Did a little re-factoring.
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196 |
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Did a little re-factoring.
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|
197 return objects |
453
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Scene now gets updated when an object moves from one node to another.
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198 |
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Scene now gets updated when an object moves from one node to another.
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|
199 def addObjectToScene(self, obj): |
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|
200 #TODO: search to ensure the object isn't already part of the scene |
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Scene now gets updated when an object moves from one node to another.
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diff
changeset
|
201 loc = obj.instance.getLocation().getExactLayerCoordinates() |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
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parents:
452
diff
changeset
|
202 nodeindex = int(loc.x * self._xscale) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
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diff
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|
203 |
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Scene now gets updated when an object moves from one node to another.
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diff
changeset
|
204 self._nodes[nodeindex].spaceobjects.append(obj) |
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Scene now gets updated when an object moves from one node to another.
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parents:
452
diff
changeset
|
205 obj.scenenodeid = nodeindex |
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206 |
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207 def addProjectileToScene(self, projectile): |
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208 self._projectiles.append(projectile) |
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209 |
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210 def moveObjectInScene(self, obj): |
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211 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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212 nodeindex = int(loc.x * self._xscale) |
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213 |
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214 if nodeindex != obj.scenenodeid: |
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215 self._nodes[obj.scenenodeid].spaceobjects.remove(obj) |
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216 self._nodes[nodeindex].spaceobjects.append(obj) |
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217 obj.scenenodeid = nodeindex |
448
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218 |
450
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219 def removeObjectFromScene(self, obj): |
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220 for node in self._nodes: |
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221 if obj in node.spaceobjects: |
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222 node.spaceobjects.remove(obj) |
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223 return |
448
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224 |
446
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225 def attachCamera(self, cam): |
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226 self._camera = cam |
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227 self._camera.setLocation(self._player.location) |
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228 |
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229 def stopCamera(self): |
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230 self._cameraspeed = 0 |
446
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231 |
467
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232 def startCamera(self): |
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233 self._cameraspeed = 0.001 |
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234 |
446
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235 def update(self, time, keystate): |
455
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236 timedelta = (time - self._timemod) - self._time |
453
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237 self._timedelta = timedelta |
455
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238 self._time = time - self._timemod |
453
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239 |
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240 self._keystate = keystate |
446
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241 |
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242 #update camera location |
447
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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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243 loc = self._camera.getLocation() |
446
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244 exactloc = self._camera.getLocation().getExactLayerCoordinates() |
453
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245 #slowly move to the right |
467
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246 exactloc.x += timedelta * self._cameraspeed |
446
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247 loc.setExactLayerCoordinates(exactloc) |
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248 self._camera.setLocation(loc) |
448
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249 |
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250 topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) |
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251 bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) |
467
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252 |
449
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253 #which scene nodes to use to update objects |
448
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254 leftnode = int(topleft.x) |
450
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|
255 rightnode = int(bottomright.x) + 1 |
448
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256 |
450
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changeset
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257 #get a list of objects on the screen |
448
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changeset
|
258 if leftnode < 0: |
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|
259 leftnode = 0 |
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260 if rightnode > self._maxnodes: |
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changeset
|
261 rightnode = self._maxnodes |
449
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262 screenlist = self.getObjectsInRange(leftnode, rightnode) |
453
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263 |
450
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changeset
|
264 #update objects on the screen |
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265 for obj in screenlist: |
467
4d0aa75a82f1
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266 if obj == self._boss: |
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267 if bottomright.x > ((self._boss.location.getExactLayerCoordinates().x * self._xscale) + 0.5): |
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268 self.stopCamera() |
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269 |
457
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
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changeset
|
270 if not (obj == self._player and self._gameover): |
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271 obj.update() |
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272 |
453
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|
273 if obj.changedposition: |
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changeset
|
274 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.
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275 |
454
bd7e8f708adf
Time is now managed by the Scene object.
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276 if obj != self._player: |
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Time is now managed by the Scene object.
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changeset
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277 #TODO: enemy should fire weapon in their update function |
463
ac0f62a07a3e
Added enemy explosions and other animations.
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changeset
|
278 if obj.running: |
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Added enemy explosions and other animations.
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|
279 obj.fire(fife.DoublePoint(-1,0)) |
453
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280 |
463
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Added enemy explosions and other animations.
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changeset
|
281 if obj.running and obj.boundingbox.intersects(self._player.boundingbox): |
453
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changeset
|
282 #player touched an enemy. Destroy player and |
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changeset
|
283 #re-initialize scene |
459
302a69c5141d
Player death is now handled a bit nicer.
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changeset
|
284 if not self._player.invulnerable: |
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Player death is now handled a bit nicer.
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458
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changeset
|
285 self.playerHit() |
460
5e1d6e40d19d
Fixed bounding boxes.
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459
diff
changeset
|
286 obj.destroy() |
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459
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changeset
|
287 |
463
ac0f62a07a3e
Added enemy explosions and other animations.
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changeset
|
288 # self._world.renderBoundingBox(obj) |
459
302a69c5141d
Player death is now handled a bit nicer.
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changeset
|
289 |
453
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changeset
|
290 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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changeset
|
291 |
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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changeset
|
292 #update the list of projectiles |
450
ba6817013343
Added score keeping ability.
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449
diff
changeset
|
293 projtodelete = list() |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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changeset
|
294 for p in self._projectiles: |
454
bd7e8f708adf
Time is now managed by the Scene object.
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diff
changeset
|
295 p.update() |
450
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449
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changeset
|
296 #check to see if the projectile hit any object on the screen |
449
1cf56403347a
Added object bounding boxes.
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changeset
|
297 for o in screenlist: |
453
cf53848fb187
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changeset
|
298 #cant get hit by your own bullet |
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452
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changeset
|
299 if p.owner != o: |
463
ac0f62a07a3e
Added enemy explosions and other animations.
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462
diff
changeset
|
300 if o.running and p.boundingbox.intersects(o.boundingbox): |
461
f87f686b5b59
Projectiles from enemy ships no longer destroy other enemies.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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460
diff
changeset
|
301 if o != self._player and p.owner.isplayer: |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
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465
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changeset
|
302 o.applyHit(p.damage) |
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changeset
|
303 #check if enemy ship was destroyed |
4d0aa75a82f1
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changeset
|
304 if not o.running: |
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changeset
|
305 self._player.applyScore(o.scorevalue) |
457
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
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changeset
|
306 p.destroy() |
461
f87f686b5b59
Projectiles from enemy ships no longer destroy other enemies.
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460
diff
changeset
|
307 elif o == 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
|
308 #player got hit by a projectile |
459
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
309 if not self._player.invulnerable: |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
310 p.destroy() |
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
311 self.playerHit() |
460
5e1d6e40d19d
Fixed bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
459
diff
changeset
|
312 |
463
ac0f62a07a3e
Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
462
diff
changeset
|
313 # self._world.renderBoundingBox(p) |
459
302a69c5141d
Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
458
diff
changeset
|
314 |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
315 |
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
316 #build a list of projectiles to remove (ttl expired) |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
317 if not p.running: |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
318 projtodelete.append(p) |
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
319 |
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
|
320 #remove any expired projectiles |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
321 for p in projtodelete: |
465
4e58dab2fcdc
Added the high score dialog to ask for players name (with no validation yet)
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
463
diff
changeset
|
322 if p in self._projectiles: |
4e58dab2fcdc
Added the high score dialog to ask for players name (with no validation yet)
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
463
diff
changeset
|
323 self._projectiles.remove(p) |
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
|
324 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
325 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
326 def _getPlayer(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
327 return self._player |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
328 |
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
|
329 def _getKeyState(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
330 return self._keystate |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
331 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
332 def _getCamera(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
333 return self._camera |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
334 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
335 def _getObjectLayer(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
336 return self._layer |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
337 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
338 def _getModel(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
339 return self._model |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
340 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
341 def _getTime(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
342 return self._time |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
343 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
344 def _getTimeDelta(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
345 return self._timedelta |
455
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
346 |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
347 def _getPaused(self): |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
348 return self._paused |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
349 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
350 player = property(_getPlayer) |
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
|
351 keystate = property(_getKeyState) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
352 camera = property(_getCamera) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
353 objectlayer = property(_getObjectLayer) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
354 model = property(_getModel) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
355 time = property(_getTime) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
356 timedelta = property(_getTimeDelta) |
455
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
357 paused = property(_getPaused) |