Mercurial > fife-parpg
annotate demos/shooter/scripts/scene.py @ 450:ba6817013343
Added score keeping ability.
Some misc cleanup.
Fixed the bounding box.
Enemies are now removed from the scene when they are destroyed.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 01 Apr 2010 19:26:56 +0000 |
parents | 1cf56403347a |
children | f463ab431cc0 |
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 Ship |
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26 from scripts.ships.player import Player |
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27 from scripts.common.helpers import Rect |
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28 |
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29 |
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30 class SceneNode(object): |
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31 def __init__(self, spaceobjects = None): |
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32 if not spaceobjects: |
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33 self._spaceobjects = list() |
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34 else: |
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35 self._spaceobjects = spaceobjects |
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36 |
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37 def _getObjects(self): |
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38 return self._spaceobjects |
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39 |
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40 def _setObjects(self, spaceobjects): |
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41 self._spaceobjects = spaceobjects |
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42 |
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43 spaceobjects = property(_getObjects, _setObjects) |
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44 |
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45 class Scene(object): |
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46 def __init__(self, engine, objectLayer): |
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47 self._engine = engine |
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48 self._model = engine.getModel() |
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49 self._layer = objectLayer |
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50 self._nodes = list() |
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51 |
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52 self._player = Player(self._model, 'player', self._layer) |
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53 self._player.start() |
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54 |
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55 self._projectiles = list() |
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56 self._lasttime = 0 |
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57 |
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58 self._maxnodes = 128 |
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59 |
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60 def initScene(self, mapobj): |
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61 layer = mapobj.getLayer('objects') |
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62 xscale = layer.getCellGrid().getXScale() |
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63 |
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64 enemies = layer.getInstances('enemy') |
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65 |
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66 #initialize our scene array to some arbitrary size |
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67 for i in range(0,self._maxnodes): |
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68 self._nodes.append(SceneNode()) |
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69 |
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70 for instance in enemies: |
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71 loc = instance.getLocation().getExactLayerCoordinates() |
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72 |
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73 objectName = instance.getObject().getId() |
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74 print objectName |
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75 |
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76 enemy = Ship(self._model, 'enemy', self._layer, False) |
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77 enemy.instance = instance |
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78 enemy.width = 0.5 |
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79 enemy.height = 0.5 |
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80 enemy.velocity.x = -0.013 |
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81 enemy.start() |
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82 |
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83 nodeindex = int(loc.x * xscale) |
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84 self._nodes[nodeindex].spaceobjects.append(enemy) |
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85 |
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86 def getObjectsInNode(self, node): |
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87 return self._nodes[node].instances |
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88 |
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89 def getObjectsInRange(self, rangeL, rangeR): |
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90 objects = list() |
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91 |
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92 for i in range(rangeL, rangeR): |
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93 objects.extend(self._nodes[i].spaceobjects) |
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94 |
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95 return objects |
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96 |
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97 def removeObjectFromScene(self, obj): |
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98 for node in self._nodes: |
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99 if obj in node.spaceobjects: |
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100 node.spaceobjects.remove(obj) |
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101 return |
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102 |
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103 def attachCamera(self, cam): |
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104 self._camera = cam |
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105 self._camera.setLocation(self._player.location) |
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106 |
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107 def _getPlayer(self): |
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108 return self._player |
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109 |
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110 def update(self, time, keystate): |
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111 timedelta = time - self._lasttime |
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112 self._lasttime = time |
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113 |
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114 #update camera location |
447
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115 loc = self._camera.getLocation() |
446
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116 exactloc = self._camera.getLocation().getExactLayerCoordinates() |
447
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117 exactloc.x += timedelta * 0.001 |
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118 loc.setExactLayerCoordinates(exactloc) |
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119 self._camera.setLocation(loc) |
448
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120 |
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121 topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) |
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122 bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) |
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123 |
449
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124 #which scene nodes to use to update objects |
448
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125 leftnode = int(topleft.x) |
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126 rightnode = int(bottomright.x) + 1 |
448
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127 |
450
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128 #get a list of objects on the screen |
448
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129 if leftnode < 0: |
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130 leftnode = 0 |
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131 if rightnode > self._maxnodes: |
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132 rightnode = self._maxnodes |
449
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133 screenlist = self.getObjectsInRange(leftnode, rightnode) |
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134 |
450
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135 #update objects on the screen |
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136 for obj in screenlist: |
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137 obj.update(timedelta) |
447
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138 |
449
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139 #update the player |
447
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140 self._player.update(timedelta, keystate, self._camera) |
446
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141 |
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142 #update the list of projectiles |
450
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143 projtodelete = list() |
446
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144 for p in self._projectiles: |
449
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145 p.update(timedelta) |
450
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146 #check to see if the projectile hit any object on the screen |
449
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147 for o in screenlist: |
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148 if p.boundingbox.intersects(o.boundingbox): |
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149 self._player.applyScore(100) |
449
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150 p.destroy() |
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151 o.destroy() |
450
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152 self.removeObjectFromScene(o) |
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153 |
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154 #build a list of projectiles to remove (ttl expired) |
446
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155 if not p.running: |
450
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156 projtodelete.append(p) |
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157 |
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158 #remove any non running projectiles |
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159 for p in projtodelete: |
446
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160 self._projectiles.remove(p) |
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161 |
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162 #fire the currently selected gun |
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163 if keystate['SPACE']: |
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164 prjct = self._player.fire(time) |
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165 if prjct: |
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166 self._projectiles.append(prjct) |
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167 |
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168 player = property(_getPlayer) |
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169 |