annotate demos/shooter/scripts/ships/shipbase.py @ 660:b0733d998d0f

* Updated the REAMDE * Changed any 0.3.1 references to 0.3.2 in preparation for the upcoming release
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Wed, 03 Nov 2010 13:44:12 +0000
parents 5ff83f209333
children
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) 2005-2010 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 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 """
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33 This class is an action listener that listens for instance actions
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34 that are complete. It is used in this demo to specify what should happen
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35 after the object has completed flashing or exploding.
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36
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37 There should be an instance of this listener for every ship that you want
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38 to be removed from the scene after exploding.
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39 """
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40 def __init__(self, ship):
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41 """
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42 @param ship The ship that this actionlistener belongs to.
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43 """
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44
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45 fife.InstanceActionListener.__init__(self)
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46
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47 self._ship = ship
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48 self._ship.instance.addActionListener(self)
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49
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50 def onInstanceActionFinished(self, instance, action):
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51 if action.getId() == 'flash':
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52 if self._ship._flashing and self._ship._flashnumber > 0:
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53 self._ship.instance.act('flash', self._ship.instance.getFacingLocation())
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54 self._ship._flashnumber -= 1
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55 else:
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56 self._ship._flashing = False
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57 self._ship._flashnumber = 0
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58
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59 if action.getId() == 'explode' and not self._ship.type == SHTR_PLAYER:
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60 self._ship.removeFromScene()
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61
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62 class Ship(SpaceObject):
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63 """
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64 Ship
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65
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66 This is the base ship object. The Player and Enemy ship classes inherit
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67 this class. This class extends SpaceObject by allowing Weapons to
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68 be attached to the object as well as hit points.
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69 """
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70 def __init__(self, scene, name, findInstance=True):
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71 """
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72 @param scene: A reference to the Scene
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73 @type scene: L{Scene}
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74 @param name: The name of the ship
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75 @type name: C{string}
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76 @param findInstance: True if the instance you are looking for is already loaded
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77 False if you want to load the instance yourself
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78
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79 @type findInstance: C{boolean}
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81 """
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82
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83 super(Ship, self).__init__(scene, name, findInstance)
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84
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85 self._weapon = None
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86
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87 self._flashnumber = 0
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88 self._flashing = False
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89
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90 self._hitpoints = 0
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91 self._scorevalue = 0
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92
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93 self._hitclip = self._scene.soundmanager.createSoundEmitter("sounds/hit.ogg")
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94 self._explodclip = self._scene.soundmanager.createSoundEmitter("sounds/explode.ogg")
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95
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96 def _setWeapon(self, weapon):
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97 self._weapon = weapon
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98
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99 def _getWeapon(self):
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100 return self._weapon
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101
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102 def flash(self, number):
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103 """
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104 Playes the flash animation (or action) the specified number of times
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105
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106 @param number: An integer specifying the number of times to play the flash animation
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107 """
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108 if self._running:
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109 self._instance.act('flash', self._instance.getFacingLocation())
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110 self._flashnumber = number
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111 self._flashing = True
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112
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113 def fire(self, direction):
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114 """
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115 Fires the current weapon in the specified direction
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116
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117 @param direction: A L{fife.DoublePoint()} specifying the direction to fire
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118 """
471
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119 if self._weapon and self._hitpoints > 0:
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120 return self._weapon.fire(direction)
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121
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122 return None
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123
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124 def applyHit(self, hp):
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125 """
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126 Removes the specified number of hit points. Destroys the ship if necessary.
498
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127
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128 @param hp: The number of hit points to remove from the ship.
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129 """
467
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130 self._hitpoints -= hp
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131 if self._hitpoints <= 0:
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132 self.destroy()
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133 else:
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134 self._hitclip.play()
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135
460
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136 def destroy(self):
491
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137 """
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138 Plays the explode animation (or action)
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139 """
463
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140 if self._running:
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141 self._instance.act('explode', self._instance.getFacingLocation())
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142 location = self.location.getExactLayerCoordinates()
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143 self._explodclip.position = (location.x, location.y)
492
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144 self._explodclip.play()
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145 super(Ship, self).destroy()
498
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146
467
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147 def _getHitPoints(self):
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148 return self._hitpoints
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149
467
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150 def _setHitPoints(self, hp):
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151 self._hitpoints = hp
498
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152
467
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153 def _getScoreValue(self):
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154 return self._scorevalue
498
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155
467
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156 def _setScoreValue(self, value):
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157 self._scorevalue = value
498
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158
446
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159 weapon = property(_getWeapon, _setWeapon)
467
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160 hitpoints = property(_getHitPoints, _setHitPoints)
491
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161 scorevalue = property(_getScoreValue, _setScoreValue)