annotate demos/shooter/scripts/weapons.py @ 471:7a79dc2a0592

Adding the credits window (still needs to be written) Hopefully fixed some memory leaks. Moved the flashing code to the appropriate spot (in ShipBase).
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 15 Apr 2010 15:53:06 +0000
parents 3b04e921c93d
children 3164715a0621
rev   line source
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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 SpaceObject
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26 from scripts.common.helpers import normalize
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27
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28 class Projectile(SpaceObject):
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29 def __init__(self, scene, owner, projectileName, timeToLive):
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30 super(Projectile, self).__init__(scene, projectileName, False)
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31
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32 self._obj = self._model.getObject(self._name, "http://www.fifengine.de/xml/tutorial")
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33
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34 self._ttl = timeToLive
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35 self._starttime = 0
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36 self._totaltime = 0
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37
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38 self._owner = owner
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39
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40 self.width = 0.025
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41 self.height = 0.025
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42
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43 self._damage = 1
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44
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45 def create(self, location):
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46 self._instance = self._layer.createInstance(self._obj, location.getExactLayerCoordinates(), "bullet")
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47 fife.InstanceVisual.create(self._instance)
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48
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49 def run(self, velocity, location):
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50 if not self._running:
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51 self._velocity = velocity
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52 self._velocity.x /= self._xscale
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53 self._velocity.y /= self._yscale
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54
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55 self.create(location)
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56 self._running = True
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57
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58 self._starttime = self._scene.time
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59
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60 def destroy(self):
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61 if self._instance:
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62 self._layer.deleteInstance(self._instance)
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63 self._instance = None
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64
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65 self._running = False
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66
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67 def _getTTL(self):
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68 return self._ttl
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69
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70 def _getOwner(self):
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71 return self._owner
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72
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73 def update(self):
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74 self._totaltime += self._scene.timedelta
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75 if self._running and self._totaltime < self._ttl:
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76 super(Projectile, self).update()
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77 else:
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78 self.destroy()
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79
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80 def _getDamage(self):
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81 return self._damage
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82
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83 def _setDamage(self, dam):
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84 self._damage = dam
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85
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86 ttl = property(_getTTL)
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87 owner = property(_getOwner)
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88 damage = property(_getDamage, _setDamage)
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89
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90 class Weapon(object):
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91 def __init__(self, scene, ship, firerate):
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92 self._scene = scene
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93 self._model = self._scene.model
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94 self._layer = self._scene.objectlayer
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95 self._ship = ship
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96 self._firerate = firerate
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97 self._lastfired = 0
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98 self._projectileVelocity = 0.75
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99
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100 def fire(self, direction):
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101 return None
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102
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103 def _getProjectileVelocity(self):
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104 return self._projectileVelocity
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105
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106 def _setProjectileVelocity(self, vel):
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107 self._projectileVelocity = vel
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108
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109 projectilevelocity = property(_getProjectileVelocity, _setProjectileVelocity)
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110
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111 class Cannon(Weapon):
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112 def __init__(self, scene, ship, firerate):
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113 super(Cannon, self).__init__(scene, ship, firerate)
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114
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115 self._projectileVelocity = 0.75
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116
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117
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118 def fire(self, direction):
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119 velocity = normalize(direction)
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120 velocity.x = velocity.x * self._projectileVelocity
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121 velocity.y = velocity.y * self._projectileVelocity
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122
454
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123 if (self._scene.time - self._lastfired) > self._firerate:
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124 pjctl = Projectile(self._scene, self._ship, "bullet1", 6000 )
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125 pjctl.run(velocity, self._ship.location)
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126 self._lastfired = self._scene.time
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127 self._scene.addProjectileToScene(pjctl)
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128
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129 class FireBall(Weapon):
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130 def __init__(self, scene, ship, firerate):
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131 super(FireBall, self).__init__(scene, ship, firerate)
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132
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133 self._projectileVelocity = 0.50
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134
470
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135
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136 def fire(self, direction):
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137 velocity = normalize(direction)
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138 velocity.x = velocity.x * self._projectileVelocity
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139 velocity.y = velocity.y * self._projectileVelocity
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140
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141 if (self._scene.time - self._lastfired) > self._firerate:
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142 pjctl = Projectile(self._scene, self._ship, "fireball", 6000 )
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143 pjctl.run(velocity, self._ship.location)
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144 self._lastfired = self._scene.time
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145 self._scene.addProjectileToScene(pjctl)
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146