annotate demos/shooter/scripts/ships/shipbase.py @ 460:5e1d6e40d19d

Fixed bounding boxes. Added bounding box renderer. The player is now better confined to the screen. Added more enemies to the map.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Fri, 09 Apr 2010 21:42:28 +0000
parents 302a69c5141d
children f87f686b5b59
rev   line source
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 math import sqrt
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25
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26 from fife import fife
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27 from scripts.common.baseobject import SpaceObject
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28 from scripts.weapons import Weapon
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29
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30
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31 class Ship(SpaceObject):
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32 def __init__(self, scene, name, findInstance=True):
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33 super(Ship, self).__init__(scene, name, findInstance)
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34
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35 self._weapon = None
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36 self._flashrate = 0
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37 self._flashnumber = 0
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38 self._flashing = False
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39 self._flashtime = 0
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40
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41 #1 = on, 0 = invisible (off)
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42 self._flashstate = 1
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43
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44 def _setWeapon(self, weapon):
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45 self._weapon = weapon
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46
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47 def _getWeapon(self):
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48 return self._weapon
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49
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50 def fire(self, direction):
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51 if self._weapon:
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52 return self._weapon.fire(direction)
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53
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54 return None
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55
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56 def flash(self, rate, number):
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57 """
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58 Flash rate is measured in flashes per second. A single flash
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59 would be an off and on cycle.
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60 """
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61 self._flashing = True
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62 self._flashrate = rate * 2
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63 self._flashnumber = number * 2
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64
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65 def destroy(self):
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66 self._scene.removeObjectFromScene(self)
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67 super(Ship, self).destroy()
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68
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69 def update(self):
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70 if self._flashing:
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71 if self._flashnumber <= 0:
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72 self._flashing = False
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73 self._instance.get2dGfxVisual().setVisible(True)
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74 else:
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75 self._flashtime += self._scene.timedelta
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76 if self._flashtime >= 1000/self._flashrate:
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77 if self._flashstate == 1:
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78 self._flashstate = 0
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79 self._instance.get2dGfxVisual().setVisible(False)
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80 else:
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81 self._flashstate = 1
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82 self._instance.get2dGfxVisual().setVisible(True)
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83
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84 self._flashtime = 0
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85 self._flashnumber -= 1
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86
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87 super(Ship, self).update()
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88
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89 weapon = property(_getWeapon, _setWeapon)
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90