Mercurial > fife-parpg
annotate demos/shooter/scripts/weapons.py @ 490:939a4dc12ca1
Starting to add some comments.
Cleaned up some old commented out code.
The SoundManager now creates a new SoundClip rather than only creating one per FIFE SoundEmitter.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 05 May 2010 21:39:31 +0000 |
parents | 82d44c471959 |
children | c4168eb47a44 |
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.common.baseobject import * |
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26 from scripts.common.helpers import normalize, rotatePoint |
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27 from scripts.soundmanager import * |
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28 |
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29 class Projectile(SpaceObject): |
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30 """ |
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31 Projectile |
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32 |
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33 This is the entity that weapons fire. Projectiles have an owner |
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34 and a time to live. They are also what cause damage to ships |
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35 and other entities. |
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36 """ |
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37 def __init__(self, scene, owner, projectileName, timeToLive): |
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38 super(Projectile, self).__init__(scene, projectileName, False) |
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39 |
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40 self._obj = self._model.getObject(self._name, "http://www.fifengine.de/xml/tutorial") |
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41 |
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42 self._type = SHTR_PROJECTILE |
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43 |
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44 self._ttl = timeToLive |
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45 self._starttime = 0 |
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46 self._totaltime = 0 |
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47 |
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48 self._owner = owner |
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49 |
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50 self.width = 0.025 |
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51 self.height = 0.025 |
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52 |
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53 self._damage = 1 |
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54 |
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55 def create(self, location): |
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56 self._instance = self._layer.createInstance(self._obj, location.getExactLayerCoordinates(), "bullet") |
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57 fife.InstanceVisual.create(self._instance) |
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58 self._instance.thisown = 0 |
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59 |
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60 def run(self, velocity, location): |
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61 if not self._running: |
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62 self._velocity = velocity |
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63 self._velocity.x /= self._xscale |
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64 self._velocity.y /= self._yscale |
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65 |
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66 self.create(location) |
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67 self._running = True |
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68 |
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69 self._starttime = self._scene.time |
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70 |
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71 def _getTTL(self): |
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72 return self._ttl |
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73 |
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74 def _getOwner(self): |
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75 return self._owner |
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76 |
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77 def update(self): |
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78 self._totaltime += self._scene.timedelta |
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79 if self._running and self._totaltime < self._ttl: |
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80 super(Projectile, self).update() |
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81 else: |
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82 self.destroy() |
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83 |
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84 def _getDamage(self): |
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85 return self._damage |
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86 |
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87 def _setDamage(self, dam): |
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88 self._damage = dam |
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89 |
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90 ttl = property(_getTTL) |
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91 owner = property(_getOwner) |
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92 damage = property(_getDamage, _setDamage) |
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93 |
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94 class Weapon(object): |
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95 """ |
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96 Weapon |
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97 |
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98 This class is a super class and is meant to be inherited and |
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99 not used directly. You should implement fire() in the sub- |
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100 class. The Weapon class spawns Projectile(s) and fires them |
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101 in the specified direction at a specified fire rate. |
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102 """ |
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103 def __init__(self, scene, ship, firerate): |
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104 self._scene = scene |
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105 self._model = self._scene.model |
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106 self._layer = self._scene.objectlayer |
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107 self._ship = ship |
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108 self._firerate = firerate |
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109 self._lastfired = 0 |
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110 self._projectileVelocity = 0.75 |
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111 self._soundclip = None |
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112 |
454
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113 def fire(self, direction): |
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114 pass |
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115 |
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116 def _getProjectileVelocity(self): |
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117 return self._projectileVelocity |
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118 |
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119 def _setProjectileVelocity(self, vel): |
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120 self._projectileVelocity = vel |
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121 |
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122 def _getLastFired(self): |
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123 return self._lastfired |
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124 |
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125 def _setLastFired(self, time): |
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126 self._lastfired = time |
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127 |
454
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128 projectilevelocity = property(_getProjectileVelocity, _setProjectileVelocity) |
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129 lastfired = property(_getLastFired, _setLastFired) |
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130 |
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131 class Cannon(Weapon): |
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132 def __init__(self, scene, ship, firerate): |
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133 super(Cannon, self).__init__(scene, ship, firerate) |
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134 |
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135 self._projectileVelocity = 0.75 |
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136 self._soundclip = scene.soundmanager.loadSoundClip("sounds/cannon.ogg") |
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137 |
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138 |
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139 def fire(self, direction): |
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140 velocity = normalize(direction) |
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141 velocity.x = velocity.x * self._projectileVelocity |
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142 velocity.y = velocity.y * self._projectileVelocity |
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143 |
454
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144 if (self._scene.time - self._lastfired) > self._firerate: |
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145 pjctl = Projectile(self._scene, self._ship, "bullet1", 3000 ) |
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146 pjctl.run(velocity, self._ship.location) |
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147 self._lastfired = self._scene.time |
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148 self._scene.addObjectToScene(pjctl) |
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149 if self._soundclip: |
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150 self._scene.soundmanager.playClip(self._soundclip) |
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151 |
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152 class FireBall(Weapon): |
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153 def __init__(self, scene, ship, firerate): |
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154 super(FireBall, self).__init__(scene, ship, firerate) |
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155 |
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156 self._projectileVelocity = 0.50 |
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157 self._soundclip = scene.soundmanager.loadSoundClip("sounds/fireball.ogg") |
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158 |
470
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159 def fire(self, direction): |
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160 velocity = normalize(direction) |
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161 velocity.x = velocity.x * self._projectileVelocity |
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162 velocity.y = velocity.y * self._projectileVelocity |
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163 |
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164 if (self._scene.time - self._lastfired) > self._firerate: |
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165 pjctl = Projectile(self._scene, self._ship, "fireball", 6000 ) |
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166 pjctl.run(velocity, self._ship.location) |
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167 self._lastfired = self._scene.time |
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168 self._scene.addObjectToScene(pjctl) |
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169 if self._soundclip: |
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170 self._scene.soundmanager.playClip(self._soundclip) |
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171 |
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172 class FireBallBurst(Weapon): |
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173 def __init__(self, scene, ship, firerate, burstrate, burstnumber): |
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174 super(FireBallBurst, self).__init__(scene, ship, firerate) |
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175 |
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176 self._projectileVelocity = 0.50 |
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177 self._soundclip = scene.soundmanager.loadSoundClip("sounds/fireball.ogg") |
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178 |
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179 self._burstrate = burstrate |
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180 self._burstnumber = int(burstnumber) |
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181 self._burstcount = int(burstnumber) |
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182 |
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183 self._lastburstfired = 0 |
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184 |
472
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185 |
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186 def fire(self, direction): |
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187 velocity = normalize(direction) |
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188 velocity.x = velocity.x * self._projectileVelocity |
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189 velocity.y = velocity.y * self._projectileVelocity |
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190 |
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191 if (self._scene.time - self._lastfired) > self._firerate: |
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192 if (self._scene.time - self._lastburstfired) > self._burstrate and self._burstcount > 0: |
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193 pjctl = Projectile(self._scene, self._ship, "fireball", 6000 ) |
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194 pjctl.run(velocity, self._ship.location) |
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195 self._scene.addObjectToScene(pjctl) |
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196 |
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197 if self._soundclip: |
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198 self._scene.soundmanager.playClip(self._soundclip) |
472
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199 |
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200 self._lastburstfired = self._scene.time |
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201 self._burstcount -= 1 |
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202 |
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203 if self._burstcount <= 0: |
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204 self._lastfired = self._scene.time |
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205 self._burstcount = int(self._burstnumber) |
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206 self._lastburstfired = 0 |
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207 |
483
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Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
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208 |
472
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209 class FireBallSpread(Weapon): |
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210 def __init__(self, scene, ship, firerate): |
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211 super(FireBallSpread, self).__init__(scene, ship, firerate) |
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212 |
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213 self._projectileVelocity = 0.50 |
483
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214 self._soundclip = scene.soundmanager.loadSoundClip("sounds/fireball.ogg") |
472
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215 |
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216 def fire(self, direction): |
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217 |
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218 if (self._scene.time - self._lastfired) > self._firerate: |
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219 velocity = normalize(direction) |
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220 velocity.x = velocity.x * self._projectileVelocity |
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221 velocity.y = velocity.y * self._projectileVelocity |
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222 |
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223 origin = fife.DoublePoint(0,0) |
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224 |
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225 p1 = rotatePoint(origin, velocity, -30) |
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226 p2 = rotatePoint(origin, velocity, -20) |
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227 p3 = rotatePoint(origin, velocity, -10) |
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228 p4 = rotatePoint(origin, velocity, 0) |
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229 p5 = rotatePoint(origin, velocity, 10) |
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230 p6 = rotatePoint(origin, velocity, 20) |
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231 p7 = rotatePoint(origin, velocity, 30) |
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232 |
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233 pjctl1 = Projectile(self._scene, self._ship, "fireball", 6000 ) |
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234 pjctl1.run(p1, self._ship.location) |
477
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235 self._scene.addObjectToScene(pjctl1) |
472
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236 |
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237 pjctl2 = Projectile(self._scene, self._ship, "fireball", 6000 ) |
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238 pjctl2.run(p2, self._ship.location) |
477
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239 self._scene.addObjectToScene(pjctl2) |
472
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240 |
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241 pjctl3 = Projectile(self._scene, self._ship, "fireball", 6000 ) |
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242 pjctl3.run(p3, self._ship.location) |
477
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243 self._scene.addObjectToScene(pjctl3) |
472
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244 |
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245 pjctl4 = Projectile(self._scene, self._ship, "fireball", 6000 ) |
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246 pjctl4.run(p4, self._ship.location) |
477
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247 self._scene.addObjectToScene(pjctl4) |
472
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248 |
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249 pjctl5 = Projectile(self._scene, self._ship, "fireball", 6000 ) |
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250 pjctl5.run(p5, self._ship.location) |
477
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251 self._scene.addObjectToScene(pjctl5) |
472
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252 |
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253 pjctl6 = Projectile(self._scene, self._ship, "fireball", 6000 ) |
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254 pjctl6.run(p6, self._ship.location) |
477
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255 self._scene.addObjectToScene(pjctl6) |
472
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256 |
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257 pjctl7 = Projectile(self._scene, self._ship, "fireball", 6000 ) |
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258 pjctl7.run(p7, self._ship.location) |
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259 self._scene.addObjectToScene(pjctl7) |
472
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260 |
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.
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261 if self._soundclip: |
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Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
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262 self._scene.soundmanager.playClip(self._soundclip) |
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Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
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263 |
472
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264 self._lastfired = self._scene.time |
479
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265 |
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266 class CannonSpread5(Weapon): |
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267 def __init__(self, scene, ship, firerate): |
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268 super(CannonSpread5, self).__init__(scene, ship, firerate) |
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269 |
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270 self._projectileVelocity = 1 |
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.
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271 self._soundclip = scene.soundmanager.loadSoundClip("sounds/cannon.ogg") |
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Modified the SoundManager to not create unique FIFE sound emitters for each object. There is now only one FIFE emitter per unique sound.
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272 |
479
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273 def fire(self, direction): |
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274 |
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275 if (self._scene.time - self._lastfired) > self._firerate: |
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276 velocity = normalize(direction) |
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277 velocity.x = velocity.x * self._projectileVelocity |
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278 velocity.y = velocity.y * self._projectileVelocity |
472
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279 |
479
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|
280 origin = fife.DoublePoint(0,0) |
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281 |
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282 p2 = rotatePoint(origin, velocity, -10) |
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283 p3 = rotatePoint(origin, velocity, -5) |
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Added some powerups including a spread weapon and an extra life.
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284 p4 = rotatePoint(origin, velocity, 0) |
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285 p5 = rotatePoint(origin, velocity, 5) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
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286 p6 = rotatePoint(origin, velocity, 10) |
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Added some powerups including a spread weapon and an extra life.
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287 |
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288 pjctl2 = Projectile(self._scene, self._ship, "bullet1", 3000 ) |
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289 pjctl2.run(p2, self._ship.location) |
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Added some powerups including a spread weapon and an extra life.
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290 self._scene.addObjectToScene(pjctl2) |
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291 |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
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292 pjctl3 = Projectile(self._scene, self._ship, "bullet1", 3000 ) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
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293 pjctl3.run(p3, self._ship.location) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
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294 self._scene.addObjectToScene(pjctl3) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
295 |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
296 pjctl4 = Projectile(self._scene, self._ship, "bullet1", 3000 ) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
297 pjctl4.run(p4, self._ship.location) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
298 self._scene.addObjectToScene(pjctl4) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
299 |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
300 pjctl5 = Projectile(self._scene, self._ship, "bullet1", 3000 ) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
301 pjctl5.run(p5, self._ship.location) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
302 self._scene.addObjectToScene(pjctl5) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
303 |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
304 pjctl6 = Projectile(self._scene, self._ship, "bullet1", 3000 ) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
305 pjctl6.run(p6, self._ship.location) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
306 self._scene.addObjectToScene(pjctl6) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
307 |
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:
479
diff
changeset
|
308 if self._soundclip: |
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:
479
diff
changeset
|
309 self._scene.soundmanager.playClip(self._soundclip) |
479
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
310 |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
311 self._lastfired = self._scene.time |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
312 |