annotate demos/shooter/scripts/ships/player.py @ 546:8fee2d2286e9

Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 03 Jun 2010 21:35:06 +0000
parents e241d7553496
children 291ba2946c73
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) 2005-2010 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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25 from scripts.common.baseobject import *
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26 from scripts.ships.shipbase import *
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16ceb3228324 Moved the SoundManager and the 2D math function (helpers) from the shooter demo to the fife extensions.
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27 from fife.extensions.fife_math import *
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28 from scripts.weapons import *
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29
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30
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31 class PlayerActionListener(ShipActionListener):
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32 def __init__(self, ship):
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33 super(PlayerActionListener, self).__init__(ship)
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34
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35 def onInstanceActionFinished(self, instance, action):
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36 super(PlayerActionListener, self).onInstanceActionFinished(instance, action)
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37
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38 if action.getId() == 'explode':
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39 self._ship.respawn()
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40
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41
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42
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43 class Player(Ship):
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44 def __init__(self, scene, playerName):
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45 super(Player, self).__init__(scene, playerName)
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46
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47 self._type = SHTR_PLAYER
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48
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49 self._score = 0
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50 self._maxvelocity = 1.5
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51 self._acceleration = 1.0
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52
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53 self.width = 0.22
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54 self.height = 0.12
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55
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56 self._actionlistener = PlayerActionListener(self)
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57
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58 self._lives = 3
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59 self.init()
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60
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61
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62 def init(self):
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63 self._hitpoints = 2
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64 self._dead = False
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65 self._invulnerable = False
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66
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67 #give player the default weapon (the cannon)
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68 self.weapon = Cannon(self._scene, self, 200)
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69
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70 def _getScore(self):
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71 return self._score
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72
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73 def respawn(self):
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74 if self._lives >= 0:
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75 self.init()
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76 self.setInvulnerable(1000)
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77
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78 campos = self._scene.camera.getLocation().getExactLayerCoordinates()
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79 location = self.location
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80 playerpos = location.getExactLayerCoordinates()
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81
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82 playerpos.x = campos.x - 6.5
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83 playerpos.y = campos.y
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84 location.setExactLayerCoordinates(playerpos)
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85 self.location = location
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86
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87 else:
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88 self._instance.get2dGfxVisual().setVisible(False)
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89 self._scene.gameOver()
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90
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91 def setInvulnerable(self, milliseconds):
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92 """
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93 50 is defined in the players "flash" animation file
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94 2 is the number of frames in the animation
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95
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96 @todo: read these values somehow from the animation
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97
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98 """
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99 number = int((milliseconds / 50) / 2)
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100
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101 if number <= 0:
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102 return
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103
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104 self._invulnerable = True
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105 self.flash(number)
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106
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107 def applyScore(self, sc):
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108 self._score += sc
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109
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110 def applyHit(self, hp):
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111 if not self._invulnerable and not self._dead:
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112 super(Player, self).applyHit(hp)
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113 if not self._dead:
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114 self.flash(1)
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115
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116 def destroy(self):
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117 if not self._invulnerable and not self._dead:
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118 self._instance.act('explode', self._instance.getFacingLocation())
492
16ceb3228324 Moved the SoundManager and the 2D math function (helpers) from the shooter demo to the fife extensions.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 491
diff changeset
119 self._explodclip.play()
462
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
120 self._dead = True
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
121 self._invulnerable = True
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
122 self._lives -= 1
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 457
diff changeset
123
471
7a79dc2a0592 Adding the credits window (still needs to be written)
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 462
diff changeset
124 def fire(self, direction):
7a79dc2a0592 Adding the credits window (still needs to be written)
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 462
diff changeset
125 return self._weapon.fire(direction)
7a79dc2a0592 Adding the credits window (still needs to be written)
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 462
diff changeset
126
454
bd7e8f708adf Time is now managed by the Scene object.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 453
diff changeset
127 def update(self):
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
128
474
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
129 NSkey = False
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
130 EWkey = False
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 457
diff changeset
131
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 457
diff changeset
132 #player is no longer invulnerable
462
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
133 if not self._flashing and self._invulnerable and not self._dead:
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 457
diff changeset
134 self._invulnerable = False
453
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 451
diff changeset
135
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
136 oldpos = self.location
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
137
462
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
138 if not self._dead:
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
139 if self._scene.keystate['UP']:
474
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
140 self.applyThrust(fife.DoublePoint(0,-1*self._acceleration))
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
141 NSkey = True
462
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
142 if self._scene.keystate['DOWN']:
474
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
143 self.applyThrust(fife.DoublePoint(0,self._acceleration))
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
144 NSkey = True
462
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
145 if self._scene.keystate['LEFT']:
474
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
146 self.applyThrust(fife.DoublePoint(-1*self._acceleration,0))
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
147 EWkey = True
462
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
148 if self._scene.keystate['RIGHT']:
474
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
149 self.applyThrust(fife.DoublePoint(self._acceleration,0))
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
150 EWkey = True
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
151
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
152 if NSkey and not EWkey:
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
153 if self._velocity.x != 0:
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
154 vel = self._acceleration * cmp(self._velocity.x, 0) * -1
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
155 self.applyThrust(fife.DoublePoint(vel, 0))
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
156 elif EWkey and not NSkey:
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
157 if self._velocity.y != 0:
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
158 vel = self._acceleration * cmp(self._velocity.y, 0) * -1
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
159 self.applyThrust(fife.DoublePoint(0, vel))
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
160 elif not NSkey and not EWkey:
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
161 self.applyBrake(self._acceleration)
453
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 451
diff changeset
162
462
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
163 #fire the currently selected gun
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
164 if self._scene.keystate['SPACE']:
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
165 self.fire(fife.DoublePoint(1,0))
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
166
474
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
167 if self._dead and self._velocity.length() > 0:
10aff123c62c Some minor code cleanups.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 471
diff changeset
168 self.applyBrake(self._acceleration)
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
169
454
bd7e8f708adf Time is now managed by the Scene object.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 453
diff changeset
170 super(Player, self).update()
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
171
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
172 #set up the players camera bounds
494
e241d7553496 Fixing the epydoc markup. Did some more commenting.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 492
diff changeset
173 #@todo: grab screen resolution from somewhere
453
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 451
diff changeset
174 topleft = self._scene.camera.toMapCoordinates(fife.ScreenPoint(0,0))
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 451
diff changeset
175 bottomright = self._scene.camera.toMapCoordinates(fife.ScreenPoint(1024,768))
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
176
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
177 camrect = Rect(topleft.x, topleft.y, bottomright.x - topleft.x, bottomright.y - topleft.y)
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
178
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
179 #add the padding to the edge
451
f463ab431cc0 Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 450
diff changeset
180 camrect.x += self._boundingBox.w
f463ab431cc0 Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 450
diff changeset
181 camrect.y += self._boundingBox.h
f463ab431cc0 Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 450
diff changeset
182 camrect.w -= 2*self._boundingBox.w
f463ab431cc0 Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 450
diff changeset
183 camrect.h -= 2*self._boundingBox.h
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
184
460
5e1d6e40d19d Fixed bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 459
diff changeset
185 pos = oldpos.getExactLayerCoordinates()
5e1d6e40d19d Fixed bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 459
diff changeset
186
451
f463ab431cc0 Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 450
diff changeset
187 if not self._boundingBox.intersects(camrect):
f463ab431cc0 Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 450
diff changeset
188 if (self._boundingBox.x + self._boundingBox.w) < camrect.x:
479
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
189 if self._velocity.x < 0:
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
190 self._velocity.x = 0
460
5e1d6e40d19d Fixed bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 459
diff changeset
191 pos.x += (camrect.x - (self._boundingBox.x + self._boundingBox.w))/self._xscale + 0.03
479
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
192
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
193 if not ((self._boundingBox.y + self._boundingBox.h) < camrect.y) and not (self._boundingBox.y > (camrect.y + camrect.h)):
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
194 pos.y += self._velocity.y * (self._scene.timedelta/1000.0)/self._yscale
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
195
460
5e1d6e40d19d Fixed bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 459
diff changeset
196 oldpos.setExactLayerCoordinates(pos)
479
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
197 if self._boundingBox.x > ( camrect.x + camrect.w ):
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
198 self._velocity.x = 0
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
199
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
200 if (self._boundingBox.y + self._boundingBox.h) < camrect.y:
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
201 if self._velocity.y < 0:
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
202 self._velocity.y = 0
460
5e1d6e40d19d Fixed bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 459
diff changeset
203 pos.x += self._velocity.x * (self._scene.timedelta/1000.0)/self._xscale
479
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
204 oldpos.setExactLayerCoordinates(pos)
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
205 if self._boundingBox.y > (camrect.y + camrect.h):
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
206 if self._velocity.y > 0:
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
207 self._velocity.y = 0
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
208 pos.x += self._velocity.x * (self._scene.timedelta/1000.0)/self._xscale
460
5e1d6e40d19d Fixed bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 459
diff changeset
209 oldpos.setExactLayerCoordinates(pos)
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
210
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
211 self.location = oldpos
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
212
455
e686b82d93d0 Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 454
diff changeset
213 def _getLives(self):
e686b82d93d0 Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 454
diff changeset
214 return self._lives
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 457
diff changeset
215
479
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
216 def _setLives(self, lives):
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
217 self._lives = lives
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
218
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 457
diff changeset
219 def _getInvulnerable(self):
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 457
diff changeset
220 return self._invulnerable
450
ba6817013343 Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 449
diff changeset
221
462
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
222 def _setInvulnerable(self, inv):
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
223 self._invulnerable = inv
c4f745a566d6 Added player ship animations including flash and explode.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 461
diff changeset
224
455
e686b82d93d0 Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 454
diff changeset
225 score = property(_getScore)
479
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
226 lives = property(_getLives, _setLives)
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 485
diff changeset
227 invulnerable = property(_getInvulnerable, _setInvulnerable)