Mercurial > fife-parpg
annotate demos/shooter/scripts/scene.py @ 500:5e6ff32a46fb
Added listener position to the soundmanager.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 14 May 2010 20:28:05 +0000 |
parents | ae9f5383f5b1 |
children | cccff9b04f57 |
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) 2005-2010 by the FIFE team |
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5 # http://www.fifengine.net |
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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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Projectiles are now part of the scene.
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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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27 from scripts.ships.enemies import * |
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Added some powerups including a spread weapon and an extra life.
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28 from scripts.powerups import * |
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Moved the SoundManager and the 2D math function (helpers) from the shooter demo to the fife extensions.
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29 from fife.extensions.fife_math import Rect |
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30 |
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31 class SceneNode(object): |
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32 """ |
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33 A node in the scene graph. |
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34 |
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35 This represents a node in the scene. The node stores a list |
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36 of objects that exist in the node. This is used by the Scene |
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37 to reduce the number of collision checks. |
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38 """ |
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39 def __init__(self, spaceobjects = None): |
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40 """ |
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41 @param spaceobjects A list of spaceobjects that will exist in this node |
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42 """ |
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43 if not spaceobjects: |
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44 self._spaceobjects = list() |
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45 else: |
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46 self._spaceobjects = spaceobjects |
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47 |
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48 def _getObjects(self): |
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49 return self._spaceobjects |
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50 |
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51 def _setObjects(self, spaceobjects): |
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52 self._spaceobjects = spaceobjects |
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53 |
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54 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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55 |
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56 class Scene(object): |
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57 """ |
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58 Master game scene. Keeps track of all game objects. |
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59 |
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60 This is the meat and potatoes of the game. This class takes care of the scene graph, |
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61 updating objects, destroying objects, collision detection, etc etc. |
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62 """ |
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63 def __init__(self, world, engine, objectLayer, soundmanager): |
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64 """ |
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65 @param world: A reference to the master instance of the World class |
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66 @type world: L{World} |
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67 @param engine: A reference to the FIFE engine |
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68 @type engine: L{fife.Engine} |
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69 @param objectLayer: The layer that all objects exist on |
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70 @type objectLayer: L{fife.Layer} |
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71 @param soundmanager: A reference to the SoundManager |
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72 @type soundmanager: L{fife.extensions.soundmanager.SoundManager} |
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73 """ |
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74 self._engine = engine |
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75 self._world = world |
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76 self._model = engine.getModel() |
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77 self._layer = objectLayer |
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78 self._soundmanager = soundmanager |
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79 self._nodes = list() |
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80 |
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81 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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82 self._objectstodelete = list() |
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83 |
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84 self._maxnodes = 128 |
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85 self._xscale = 0 |
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86 |
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87 self._time = 0 |
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88 self._timedelta = 0 |
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89 self._lasttime = 0 |
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90 |
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91 self._xscale = self._layer.getCellGrid().getXScale() |
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92 self._yscale = self._layer.getCellGrid().getYScale() |
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93 |
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94 self._paused = False |
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95 self._timemod = 0 |
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96 |
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97 self._gameover = False |
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98 |
1f37adc9a685
Added a SoundEmitter class that encapsulates the FIFE sound emitter. The SoundManager is now a factory for SoundEmitters. Also working on getting a callback going for when the sound is finished playing.
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99 self._music = None |
467
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100 |
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101 def destroyScene(self): |
491
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102 """ |
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103 Removes all objects from the scene and deletes them from the layer. |
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104 """ |
467
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105 nodestodelete = list() |
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106 objtodelete = list() |
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107 |
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108 for node in self._nodes: |
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109 nodestodelete.append(node) |
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110 for obj in node.spaceobjects: |
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111 objtodelete.append(node) |
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112 |
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113 for obj in objtodelete: |
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114 if obj in node.spaceobjects: |
478
41f7754f2a4b
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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115 if obj.instance: |
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116 self._layer.deleteInstance(obj.instance) |
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117 obj.instance = None |
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118 node.spaceobjects.remove(obj) |
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119 |
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120 objtodelete = list() |
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121 |
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122 for node in nodestodelete: |
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123 if node in self._nodes: |
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124 self._nodes.remove(node) |
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125 |
448
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126 def initScene(self, mapobj): |
491
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127 """ |
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128 Initializess the scene and scene graph. This creates game objects for |
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129 FIFE instances that exist in the map. |
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130 |
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131 The scene graph is a one dimensional graph. Each node represents one layer |
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132 unit. Objects are added to nodes in the scene graph based on their exact |
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133 layer coordinates. |
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134 """ |
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135 |
459
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136 #initialize our scene array to some arbitrary size |
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137 for i in range(0,self._maxnodes): |
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138 self._nodes.append(SceneNode()) |
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139 |
454
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Time is now managed by the Scene object.
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140 self._player = Player(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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141 self._player.init() |
454
bd7e8f708adf
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142 self._player.start() |
459
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143 |
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144 enemies = list() |
479
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145 powerups = list() |
448
5e2ec84902a7
Did a little re-factoring.
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146 |
459
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147 temp = self._layer.getInstances('dodge1') |
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148 enemies.extend(temp) |
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149 |
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150 temp = self._layer.getInstances('dodge2') |
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151 enemies.extend(temp) |
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152 |
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153 temp = self._layer.getInstances("diag_top_right") |
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154 enemies.extend(temp) |
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155 |
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156 temp = self._layer.getInstances("diag_bottom_right") |
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157 enemies.extend(temp) |
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158 |
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159 temp = self._layer.getInstances("streaker") |
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160 enemies.extend(temp) |
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161 |
467
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162 temp = self._layer.getInstances("boss") |
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163 enemies.extend(temp) |
479
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164 |
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|
165 temp = self._layer.getInstances("cannonspread5") |
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|
166 powerups.extend(temp) |
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167 |
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|
168 temp = self._layer.getInstances("extralife") |
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|
169 powerups.extend(temp) |
467
4d0aa75a82f1
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|
170 |
448
5e2ec84902a7
Did a little re-factoring.
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|
171 for instance in enemies: |
459
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172 objectName = instance.getId() |
448
5e2ec84902a7
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173 |
459
302a69c5141d
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|
174 if objectName == "dodge1": |
463
ac0f62a07a3e
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|
175 enemy = Saucer1(self, 'enemy', instance, False) |
459
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176 elif objectName == "dodge2": |
463
ac0f62a07a3e
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177 enemy = Saucer2(self, 'enemy', instance, False) |
459
302a69c5141d
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178 elif objectName == "diag_top_right": |
463
ac0f62a07a3e
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179 enemy = DiagSaucer(self, 'enemy', 0, instance, False) |
459
302a69c5141d
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180 elif objectName == "diag_bottom_right": |
463
ac0f62a07a3e
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181 enemy = DiagSaucer(self, 'enemy', 1, instance, False) |
459
302a69c5141d
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182 elif objectName == "streaker": |
463
ac0f62a07a3e
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183 enemy = Streaker(self, 'enemy', instance, False) |
467
4d0aa75a82f1
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184 elif objectName == "boss": |
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185 enemy = Boss(self, 'enemy', instance, False) |
452
f07d779362da
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|
186 else: |
463
ac0f62a07a3e
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187 enemy = Ship(self, 'enemy', instance, False) |
452
f07d779362da
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188 |
449
1cf56403347a
Added object bounding boxes.
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|
189 enemy.start() |
451
f463ab431cc0
Movement shouldn't be dependent on framerate anymore.
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|
190 |
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|
191 loc = instance.getLocation().getExactLayerCoordinates() |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
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|
192 nodeindex = int(loc.x * self._xscale) |
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diff
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|
193 enemy.scenenodeid = nodeindex |
448
5e2ec84902a7
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|
194 self._nodes[nodeindex].spaceobjects.append(enemy) |
453
cf53848fb187
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195 |
479
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|
196 for instance in powerups: |
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|
197 objectName = instance.getId() |
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198 |
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199 if objectName == "cannonspread5": |
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diff
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200 powerup = CannonSpread5PU(self, 'cannonspread5', instance, False) |
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201 elif objectName == "extralife": |
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202 powerup = ExtraLifePU(self, 'extralife', instance, False) |
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203 else: |
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204 powerup = PowerUp(self, 'powerup', instance, False) |
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205 |
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206 powerup.start() |
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207 |
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208 loc = instance.getLocation().getExactLayerCoordinates() |
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209 nodeindex = int(loc.x * self._xscale) |
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210 powerup.scenenodeid = nodeindex |
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211 self._nodes[nodeindex].spaceobjects.append(powerup) |
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212 |
453
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213 #and finally add the player to the scene |
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214 self.addObjectToScene(self._player) |
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215 |
492
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216 self._music = self._soundmanager.createSoundEmitter("music/waynesmind2.ogg") |
485
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217 self._music.callback = self.musicHasFinished |
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218 self._music.looping = True |
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219 self._soundmanager.playClip(self._music) |
480
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220 |
467
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221 self.startCamera() |
485
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222 |
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223 def musicHasFinished(self): |
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224 """ |
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225 Sound callback example that gets fired after the music has finished playing. |
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226 """ |
487
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227 print self._music.name + " has finished playing. Starting it again...\n" |
467
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228 |
455
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229 def pause(self, time): |
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230 self._pausedtime = time |
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231 self._paused = True |
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232 |
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233 def unpause(self, time): |
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234 self._timemod += time - self._pausedtime |
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235 self._paused = False |
457
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236 |
475
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237 def playerHit(self, damage): |
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238 self._player.applyHit(damage) |
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239 |
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240 def gameOver(self): |
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241 self._gameover = True |
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242 self._soundmanager.stopClip(self._music) |
475
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243 self._world.gameOver() |
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244 |
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245 def endLevel(self): |
483
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246 self._soundmanager.stopClip(self._music) |
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247 self._world.endLevel() |
458
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248 |
476
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249 def queueObjectForRemoval(self, obj): |
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250 """ |
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251 You should use this function to remove an object from the scene. |
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252 The garbage collector is what ultimately deletes the object from memory. |
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253 DO NOT do this yourself as you may cause issues with segfaults. |
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254 """ |
476
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255 self._objectstodelete.append(obj) |
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256 |
451
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257 def getObjectsInNode(self, nodeindex): |
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258 """ |
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259 @param nodeindex: the index of the node you which to retrieve objects from. |
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260 @return: The list of objects in the specified node index |
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261 """ |
451
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262 return self._nodes[nodeindex].instances |
448
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263 |
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264 def getObjectsInRange(self, rangeL, rangeR): |
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265 """ |
494
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266 @param rangeL: the left most node index |
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267 @param rangeR: the right most node index |
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268 @return: A combined list of objects in the specified node index range (inclusive) |
491
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269 """ |
448
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270 objects = list() |
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271 |
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272 for i in range(rangeL, rangeR): |
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273 objects.extend(self._nodes[i].spaceobjects) |
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274 |
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275 return objects |
453
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276 |
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277 def addObjectToScene(self, obj): |
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278 """ |
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279 Adds an object to the scene in the correct scene node |
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280 |
494
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281 @param obj: The object to add to the scene |
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282 """ |
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283 |
494
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284 #@todo: search to ensure the object isn't already part of the scene |
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285 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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286 nodeindex = int(loc.x * self._xscale) |
471
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287 |
477
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288 if nodeindex >= 0: |
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289 obj.scenenodeid = nodeindex |
478
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290 if not obj in self._nodes[nodeindex].spaceobjects: |
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291 self._nodes[nodeindex].spaceobjects.append(obj) |
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292 else: |
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293 self.queueObjectForRemoval(obj) |
453
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294 |
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295 def moveObjectInScene(self, obj): |
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296 """ |
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297 When an object moves in the scene you should call this function to update |
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298 scene graph. You MUST do this or the graph will be incorrect. |
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299 |
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300 @param obj: The object to move in the scene |
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301 """ |
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302 |
453
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303 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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304 nodeindex = int(loc.x * self._xscale) |
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305 |
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306 if nodeindex >= 0: |
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307 if nodeindex != obj.scenenodeid: |
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308 if obj in self._nodes[obj.scenenodeid].spaceobjects: |
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309 self._nodes[obj.scenenodeid].spaceobjects.remove(obj) |
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310 |
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311 self._nodes[nodeindex].spaceobjects.append(obj) |
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312 |
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313 obj.scenenodeid = nodeindex |
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314 else: |
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315 self.queueObjectForRemoval(obj) |
471
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316 |
450
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317 def removeObjectFromScene(self, obj): |
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318 """ |
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319 You would not normally call this function directly. You should probably |
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320 call queueObjectForRemoval(). |
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321 |
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322 This function releases any memory allocated for the object by deleting |
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323 the FIFE instance. |
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324 |
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325 @param obj: The object to delete |
491
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326 """ |
450
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327 for node in self._nodes: |
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328 if obj in node.spaceobjects: |
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329 if obj.instance: |
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330 self._layer.deleteInstance(obj.instance) |
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331 obj.instance = None |
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332 node.spaceobjects.remove(obj) |
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333 break |
448
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334 |
446
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335 def attachCamera(self, cam): |
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336 self._camera = cam |
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337 self._camera.setLocation(self._player.location) |
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338 |
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339 def stopCamera(self): |
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340 self._cameraspeed = 0 |
446
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341 |
467
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342 def startCamera(self): |
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343 """ |
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344 Starts the camera moving slowly to the right. |
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345 """ |
467
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346 self._cameraspeed = 0.001 |
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347 |
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348 def collectGarbage(self): |
491
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349 """ |
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350 This should be called once a frame. It removes the object from the scene. |
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351 """ |
478
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352 for obj in self._objectstodelete: |
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353 self.removeObjectFromScene(obj) |
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354 |
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355 self._objectstodelete = list() |
467
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356 |
446
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357 def update(self, time, keystate): |
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358 """ |
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359 This function should be called once a frame. This is where all the game logic |
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360 happens. |
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361 """ |
455
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362 timedelta = (time - self._timemod) - self._time |
453
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363 self._timedelta = timedelta |
455
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364 self._time = time - self._timemod |
453
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365 |
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366 self._keystate = keystate |
446
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367 |
477
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368 |
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369 #some garbage cleanup |
478
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370 self.collectGarbage() |
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371 |
446
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372 #update camera location |
447
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373 loc = self._camera.getLocation() |
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374 exactloc = self._camera.getLocation().getExactLayerCoordinates() |
453
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375 #slowly move to the right |
467
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376 exactloc.x += timedelta * self._cameraspeed |
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377 loc.setExactLayerCoordinates(exactloc) |
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378 self._camera.setLocation(loc) |
448
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379 |
500
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380 #update the listener position |
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381 self._soundmanager.listenerposition = (exactloc.x, exactloc.y) |
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382 |
448
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383 topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) |
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384 bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) |
467
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385 |
449
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386 #which scene nodes to use to update objects |
448
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387 leftnode = int(topleft.x) |
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388 rightnode = int(bottomright.x) + 1 |
448
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389 |
450
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390 #get a list of objects on the screen |
448
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391 if leftnode < 0: |
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392 leftnode = 0 |
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393 if rightnode > self._maxnodes: |
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394 rightnode = self._maxnodes |
449
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395 screenlist = self.getObjectsInRange(leftnode, rightnode) |
453
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396 |
450
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397 #update objects on the screen |
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diff
changeset
|
398 for obj in screenlist: |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
399 if obj.type == SHTR_LASTBOSS: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
400 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
|
401 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
|
402 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
403 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
|
404 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
|
405 |
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
|
406 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
|
407 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
|
408 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
409 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
|
410 if obj.running and obj.boundingbox.intersects(self._player.boundingbox): |
479
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
411 if obj.type == SHTR_ENEMYSHIP: |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
412 #player touched an enemy. Destroy player and |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
413 #re-initialize scene |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
414 if not self._player.invulnerable: |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
415 #collision damage of 1 |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
416 self.playerHit(1) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
417 obj.applyHit(1) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
418 elif obj.type == SHTR_POWERUP: |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
419 obj.applyPowerUp(self._player) |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
420 |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
421 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
|
422 |
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
|
423 #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
|
424 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
|
425 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
|
426 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
|
427 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
428 #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
|
429 #use a range to be sure. |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
430 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
|
431 |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
432 for o in pcollide: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
433 #cant get hit by your own bullet |
479
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
434 if obj.owner != o and o.type != SHTR_PROJECTILE and o.type != SHTR_POWERUP: |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
435 if o.running and obj.boundingbox.intersects(o.boundingbox): |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
436 if o != self._player and obj.owner.type == SHTR_PLAYER: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
437 o.applyHit(obj.damage) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
438 #check if enemy ship was destroyed |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
439 if not o.running: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
440 self._player.applyScore(o.scorevalue) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
441 obj.destroy() |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
442 elif o == self._player: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
443 #player got hit by a projectile |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
444 if not self._player.invulnerable: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
445 self.playerHit(obj.damage) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
446 obj.destroy() |
460
5e1d6e40d19d
Fixed bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
459
diff
changeset
|
447 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
448 #queue list of projectiles to remove (ttl expired or has been destroyed) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
449 if not obj.running: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
450 self.queueObjectForRemoval(obj) |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
451 |
495
ae9f5383f5b1
Added a new log module called Script. This should be used by the python modules.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
494
diff
changeset
|
452 #self._world.renderBoundingBox(obj) |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
453 |
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
|
454 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
455 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
456 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
|
457 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
|
458 |
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
|
459 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
|
460 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
|
461 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
462 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
|
463 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
|
464 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
465 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
|
466 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
|
467 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
468 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
|
469 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
|
470 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
471 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
|
472 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
|
473 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
474 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
|
475 return self._timedelta |
455
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
476 |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
477 def _getPaused(self): |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
478 return self._paused |
483
82d44c471959
Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
481
diff
changeset
|
479 |
82d44c471959
Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
481
diff
changeset
|
480 def _getSoundManager(self): |
82d44c471959
Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
481
diff
changeset
|
481 return self._soundmanager |
82d44c471959
Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
481
diff
changeset
|
482 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
483 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
|
484 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
|
485 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
|
486 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
|
487 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
|
488 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
|
489 timedelta = property(_getTimeDelta) |
483
82d44c471959
Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
481
diff
changeset
|
490 paused = property(_getPaused) |
82d44c471959
Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
481
diff
changeset
|
491 soundmanager = property(_getSoundManager) |