Mercurial > fife-parpg
annotate demos/shooter/scripts/scene.py @ 457:597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 08 Apr 2010 21:18:36 +0000 |
parents | e686b82d93d0 |
children | e77ebf128a74 |
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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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 def initScene(self, mapobj): |
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72 self._player = Player(self, 'player') |
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73 self._player.width = 0.075 |
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74 self._player.height = 0.075 |
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75 self._player.init() |
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76 self._player.start() |
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77 |
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78 enemies = self._layer.getInstances('enemy') |
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79 |
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80 #initialize our scene array to some arbitrary size |
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81 for i in range(0,self._maxnodes): |
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82 self._nodes.append(SceneNode()) |
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83 |
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84 for instance in enemies: |
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85 objectName = instance.getObject().getId() |
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86 print objectName |
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87 |
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88 if objectName == "saucer1": |
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89 enemy = Saucer1(self, 'enemy', False) |
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90 elif objectName == "saucer2": |
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91 enemy = Saucer2(self, 'enemy', False) |
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92 else: |
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93 enemy = Ship(self, 'enemy', False) |
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94 |
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95 enemy.instance = instance |
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96 enemy.start() |
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97 |
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98 loc = instance.getLocation().getExactLayerCoordinates() |
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99 nodeindex = int(loc.x * self._xscale) |
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100 enemy.scenenodeid = nodeindex |
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101 self._nodes[nodeindex].spaceobjects.append(enemy) |
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102 |
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103 #and finally add the player to the scene |
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104 self.addObjectToScene(self._player) |
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105 |
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106 def pause(self, time): |
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107 self._pausedtime = time |
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108 self._paused = True |
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109 |
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110 def unpause(self, time): |
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111 self._timemod += time - self._pausedtime |
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112 self._paused = False |
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113 |
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114 def playerDied(self): |
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115 self._player.destroy() |
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116 if self._player.lives <= -1: |
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117 self._gameover = True |
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118 self._world.gameOver() |
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119 return |
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120 |
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121 #TODO: Have to find a better way to do this. If the player |
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122 #dies too many times right at the start of the level he will |
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123 #get pushed past the edge of the map to the left. |
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124 #IDEA: count down to ready player to start again |
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125 oldpos = self._player.location |
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126 pos = oldpos.getExactLayerCoordinates() |
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127 pos.x -= 5 |
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128 oldpos.setExactLayerCoordinates(pos) |
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129 self._player.location = oldpos |
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130 self._camera.setLocation(self._player.location) |
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131 |
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132 projtodelete = list() |
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133 for p in self._projectiles: |
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134 p.destroy() |
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135 projtodelete.append(p) |
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136 |
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137 for p in projtodelete: |
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138 self._projectiles.remove(p) |
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139 |
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140 print len(self._projectiles) |
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141 |
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142 def gameOver(self): |
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143 self._world.gameOver() |
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144 |
451
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145 def getObjectsInNode(self, nodeindex): |
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146 return self._nodes[nodeindex].instances |
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147 |
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148 def getObjectsInRange(self, rangeL, rangeR): |
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149 objects = list() |
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150 |
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151 for i in range(rangeL, rangeR): |
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152 objects.extend(self._nodes[i].spaceobjects) |
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153 |
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154 return objects |
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155 |
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156 def addObjectToScene(self, obj): |
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157 #TODO: search to ensure the object isn't already part of the scene |
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158 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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159 nodeindex = int(loc.x * self._xscale) |
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160 |
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161 self._nodes[nodeindex].spaceobjects.append(obj) |
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162 obj.scenenodeid = nodeindex |
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163 |
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164 def addProjectileToScene(self, projectile): |
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165 self._projectiles.append(projectile) |
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166 |
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167 def moveObjectInScene(self, obj): |
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168 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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169 nodeindex = int(loc.x * self._xscale) |
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170 |
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171 if nodeindex != obj.scenenodeid: |
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172 self._nodes[obj.scenenodeid].spaceobjects.remove(obj) |
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173 self._nodes[nodeindex].spaceobjects.append(obj) |
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174 obj.scenenodeid = nodeindex |
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175 |
450
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176 def removeObjectFromScene(self, obj): |
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177 for node in self._nodes: |
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178 if obj in node.spaceobjects: |
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179 node.spaceobjects.remove(obj) |
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180 return |
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181 |
446
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182 def attachCamera(self, cam): |
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183 self._camera = cam |
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184 self._camera.setLocation(self._player.location) |
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185 |
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186 def update(self, time, keystate): |
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187 timedelta = (time - self._timemod) - self._time |
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188 self._timedelta = timedelta |
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189 self._time = time - self._timemod |
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190 |
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191 self._keystate = keystate |
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192 |
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193 #update camera location |
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194 loc = self._camera.getLocation() |
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195 exactloc = self._camera.getLocation().getExactLayerCoordinates() |
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196 #slowly move to the right |
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197 exactloc.x += timedelta * 0.001 |
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198 loc.setExactLayerCoordinates(exactloc) |
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199 self._camera.setLocation(loc) |
448
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200 |
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201 topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) |
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202 bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) |
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203 |
449
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204 #which scene nodes to use to update objects |
448
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Did a little re-factoring.
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205 leftnode = int(topleft.x) |
450
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206 rightnode = int(bottomright.x) + 1 |
448
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207 |
450
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208 #get a list of objects on the screen |
448
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209 if leftnode < 0: |
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210 leftnode = 0 |
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211 if rightnode > self._maxnodes: |
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212 rightnode = self._maxnodes |
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213 screenlist = self.getObjectsInRange(leftnode, rightnode) |
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214 |
453
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215 |
450
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216 #update objects on the screen |
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217 for obj in screenlist: |
457
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218 if not (obj == self._player and self._gameover): |
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219 obj.update() |
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220 |
453
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221 if obj.changedposition: |
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222 self.moveObjectInScene(obj) |
447
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223 |
454
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224 if obj != self._player: |
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225 #TODO: enemy should fire weapon in their update function |
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226 obj.fire(fife.DoublePoint(-1,0)) |
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227 |
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228 if obj.boundingbox.intersects(self._player.boundingbox): |
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229 #player touched an enemy. Destroy player and |
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230 #re-initialize scene |
457
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231 self.playerDied() |
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232 return |
453
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233 |
446
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234 |
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235 #update the list of projectiles |
450
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236 projtodelete = list() |
446
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237 for p in self._projectiles: |
454
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238 p.update() |
450
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239 #check to see if the projectile hit any object on the screen |
449
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240 for o in screenlist: |
453
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241 #cant get hit by your own bullet |
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242 if p.owner != o: |
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243 if p.boundingbox.intersects(o.boundingbox): |
457
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244 if o != self._player: |
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245 self._player.applyScore(100) |
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246 p.destroy() |
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247 o.destroy() |
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248 #TODO: the destroy functions should spawn an explosion |
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249 #and also destroy the instance and remove itself from the scene |
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250 self.removeObjectFromScene(o) |
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251 else: |
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252 #player got hit by a projectile |
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253 p.destroy() |
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254 self.playerDied() |
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255 return |
450
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256 |
ba6817013343
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257 #build a list of projectiles to remove (ttl expired) |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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258 if not p.running: |
450
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259 projtodelete.append(p) |
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260 |
453
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261 #remove any expired projectiles |
450
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262 for p in projtodelete: |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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263 self._projectiles.remove(p) |
453
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264 |
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265 |
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266 def _getPlayer(self): |
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267 return self._player |
446
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Adding the shooter demo. This is still a work in progress.
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268 |
453
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269 def _getKeyState(self): |
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270 return self._keystate |
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271 |
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272 def _getCamera(self): |
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273 return self._camera |
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274 |
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275 def _getObjectLayer(self): |
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276 return self._layer |
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277 |
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278 def _getModel(self): |
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279 return self._model |
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280 |
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281 def _getTime(self): |
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282 return self._time |
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283 |
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284 def _getTimeDelta(self): |
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285 return self._timedelta |
455
e686b82d93d0
Added the ability to pause the game.
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286 |
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Added the ability to pause the game.
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287 def _getPaused(self): |
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288 return self._paused |
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Added the ability to pause the game.
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289 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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290 player = property(_getPlayer) |
453
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291 keystate = property(_getKeyState) |
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292 camera = property(_getCamera) |
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293 objectlayer = property(_getObjectLayer) |
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294 model = property(_getModel) |
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295 time = property(_getTime) |
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changeset
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296 timedelta = property(_getTimeDelta) |
455
e686b82d93d0
Added the ability to pause the game.
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changeset
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297 paused = property(_getPaused) |