Mercurial > fife-parpg
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 |
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date | Thu, 15 Apr 2010 15:53:06 +0000 |
parents | 3b04e921c93d |
children | 3164715a0621 |
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 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 |