annotate demos/shooter/scripts/ships/shipbase.py @ 479:ab28994820dd

Added some powerups including a spread weapon and an extra life. Fixed the problem where the player could fly off the screen.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Fri, 23 Apr 2010 17:17:02 +0000
parents 6b33d80b468b
children 82d44c471959
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) 2005-2009 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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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.
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24 from math import sqrt
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25
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26 from fife import fife
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27 from scripts.common.baseobject import *
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28 from scripts.weapons import Weapon
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29
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30
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31 class ShipActionListener(fife.InstanceActionListener):
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32 def __init__(self, ship):
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33 fife.InstanceActionListener.__init__(self)
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34
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35 self._ship = ship
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36 self._ship.instance.addActionListener(self)
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37
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38 def onInstanceActionFinished(self, instance, action):
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39 if action.getId() == 'flash':
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40 if self._ship._flashing and self._ship._flashnumber > 0:
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41 self._ship.instance.act('flash', self._ship.instance.getFacingLocation())
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42 self._ship._flashnumber -= 1
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43 else:
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44 self._ship._flashing = False
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45 self._ship._flashnumber = 0
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46
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47 if action.getId() == 'explode' and not self._ship.type == SHTR_PLAYER:
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48 self._ship.removeFromScene()
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49
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50 class Ship(SpaceObject):
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51 def __init__(self, scene, name, findInstance=True):
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52 super(Ship, self).__init__(scene, name, findInstance)
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53
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54 self._weapon = None
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55
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56 self._flashnumber = 0
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57 self._flashing = False
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58
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59 self._hitpoints = 0
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60 self._scorevalue = 0
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61
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62 def _setWeapon(self, weapon):
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63 self._weapon = weapon
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64
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65 def _getWeapon(self):
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66 return self._weapon
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67
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68 def flash(self, number):
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69 if self._running:
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70 self._instance.act('flash', self._instance.getFacingLocation())
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71 self._flashnumber = number
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72 self._flashing = True
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73
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74 def fire(self, direction):
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75 if self._weapon and self._hitpoints > 0:
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76 return self._weapon.fire(direction)
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77
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78 return None
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79
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80 def applyHit(self, hp):
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81 self._hitpoints -= hp
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82 if self._hitpoints <= 0:
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83 self.destroy()
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84
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85 def destroy(self):
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86 if self._running:
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87 self._instance.act('explode', self._instance.getFacingLocation())
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88 super(Ship, self).destroy()
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89
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90 def _getHitPoints(self):
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91 return self._hitpoints
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92
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93 def _setHitPoints(self, hp):
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94 self._hitpoints = hp
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95
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96 def _getScoreValue(self):
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97 return self._scorevalue
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98
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99 def _setScoreValue(self, value):
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100 self._scorevalue = value
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101
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102 weapon = property(_getWeapon, _setWeapon)
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103 hitpoints = property(_getHitPoints, _setHitPoints)
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104 scorevalue = property(_getScoreValue, _setScoreValue)