Mercurial > fife-parpg
annotate demos/shooter/scripts/scene.py @ 622:c0c3f64bfc2d
* Templatized Rect to extend it's functionality beyond integers
* Added some typedefs: Rect, FloatRect, DoubleRect
* Removed the Rect class from the fife_math extensions
* Modified the shooter demo to use the FIFE rect template class
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 01 Oct 2010 15:32:55 +0000 |
parents | cccff9b04f57 |
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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 fife import fife |
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25 from scripts.ships.shipbase import * |
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26 from scripts.ships.player import Player |
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27 from scripts.ships.enemies import * |
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28 from scripts.powerups import * |
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29 from fife.fife import FloatRect as Rect |
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30 |
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31 class SceneNode(object): |
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32 """ |
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33 A node in the scene graph. |
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34 |
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35 This represents a node in the scene. The node stores a list |
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36 of objects that exist in the node. This is used by the Scene |
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37 to reduce the number of collision checks. |
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38 """ |
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39 def __init__(self, spaceobjects = None): |
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40 """ |
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41 @param spaceobjects A list of spaceobjects that will exist in this node |
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42 """ |
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43 if not spaceobjects: |
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44 self._spaceobjects = list() |
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45 else: |
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46 self._spaceobjects = spaceobjects |
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47 |
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48 def _getObjects(self): |
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49 return self._spaceobjects |
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50 |
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51 def _setObjects(self, spaceobjects): |
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52 self._spaceobjects = spaceobjects |
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53 |
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54 spaceobjects = property(_getObjects, _setObjects) |
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55 |
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56 class Scene(object): |
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57 """ |
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58 Master game scene. Keeps track of all game objects. |
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59 |
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60 This is the meat and potatoes of the game. This class takes care of the scene graph, |
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61 updating objects, destroying objects, collision detection, etc etc. |
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62 """ |
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63 def __init__(self, world, engine, objectLayer, soundmanager): |
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64 """ |
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65 @param world: A reference to the master instance of the World class |
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66 @type world: L{World} |
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67 @param engine: A reference to the FIFE engine |
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68 @type engine: L{fife.Engine} |
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69 @param objectLayer: The layer that all objects exist on |
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70 @type objectLayer: L{fife.Layer} |
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71 @param soundmanager: A reference to the SoundManager |
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72 @type soundmanager: L{fife.extensions.soundmanager.SoundManager} |
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73 """ |
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74 self._engine = engine |
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75 self._world = world |
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76 self._model = engine.getModel() |
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77 self._layer = objectLayer |
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78 self._soundmanager = soundmanager |
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79 self._nodes = list() |
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80 |
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81 self._player = None |
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82 self._objectstodelete = list() |
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83 |
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84 self._maxnodes = 128 |
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85 self._xscale = 0 |
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86 |
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87 self._time = 0 |
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88 self._timedelta = 0 |
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89 self._lasttime = 0 |
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90 |
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91 self._xscale = self._layer.getCellGrid().getXScale() |
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92 self._yscale = self._layer.getCellGrid().getYScale() |
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93 |
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94 self._paused = False |
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95 self._timemod = 0 |
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96 |
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97 self._gameover = False |
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98 |
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Added a SoundEmitter class that encapsulates the FIFE sound emitter. The SoundManager is now a factory for SoundEmitters. Also working on getting a callback going for when the sound is finished playing.
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99 self._music = None |
467
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100 |
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101 def destroyScene(self): |
491
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Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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102 """ |
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103 Removes all objects from the scene and deletes them from the layer. |
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|
104 """ |
467
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105 nodestodelete = list() |
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106 objtodelete = list() |
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107 |
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108 for node in self._nodes: |
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109 nodestodelete.append(node) |
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110 for obj in node.spaceobjects: |
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111 objtodelete.append(node) |
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112 |
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113 for obj in objtodelete: |
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114 if obj in node.spaceobjects: |
478
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
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477
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115 if obj.instance: |
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Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
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116 self._layer.deleteInstance(obj.instance) |
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117 obj.instance = None |
467
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118 node.spaceobjects.remove(obj) |
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119 |
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120 objtodelete = list() |
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121 |
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122 for node in nodestodelete: |
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123 if node in self._nodes: |
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124 self._nodes.remove(node) |
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125 |
448
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126 def initScene(self, mapobj): |
491
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127 """ |
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128 Initializess the scene and scene graph. This creates game objects for |
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129 FIFE instances that exist in the map. |
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130 |
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|
131 The scene graph is a one dimensional graph. Each node represents one layer |
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132 unit. Objects are added to nodes in the scene graph based on their exact |
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133 layer coordinates. |
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134 """ |
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135 |
459
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136 #initialize our scene array to some arbitrary size |
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137 for i in range(0,self._maxnodes): |
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138 self._nodes.append(SceneNode()) |
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139 |
454
bd7e8f708adf
Time is now managed by the Scene object.
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140 self._player = Player(self, 'player') |
457
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
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141 self._player.init() |
454
bd7e8f708adf
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142 self._player.start() |
459
302a69c5141d
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143 |
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144 enemies = list() |
479
ab28994820dd
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145 powerups = list() |
448
5e2ec84902a7
Did a little re-factoring.
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146 |
459
302a69c5141d
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147 temp = self._layer.getInstances('dodge1') |
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148 enemies.extend(temp) |
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149 |
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150 temp = self._layer.getInstances('dodge2') |
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151 enemies.extend(temp) |
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152 |
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153 temp = self._layer.getInstances("diag_top_right") |
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154 enemies.extend(temp) |
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155 |
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156 temp = self._layer.getInstances("diag_bottom_right") |
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157 enemies.extend(temp) |
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158 |
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159 temp = self._layer.getInstances("streaker") |
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160 enemies.extend(temp) |
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161 |
467
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162 temp = self._layer.getInstances("boss") |
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|
163 enemies.extend(temp) |
479
ab28994820dd
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164 |
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|
165 temp = self._layer.getInstances("cannonspread5") |
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|
166 powerups.extend(temp) |
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|
167 |
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|
168 temp = self._layer.getInstances("extralife") |
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|
169 powerups.extend(temp) |
467
4d0aa75a82f1
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|
170 |
448
5e2ec84902a7
Did a little re-factoring.
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|
171 for instance in enemies: |
459
302a69c5141d
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|
172 objectName = instance.getId() |
448
5e2ec84902a7
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173 |
459
302a69c5141d
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|
174 if objectName == "dodge1": |
463
ac0f62a07a3e
Added enemy explosions and other animations.
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|
175 enemy = Saucer1(self, 'enemy', instance, False) |
459
302a69c5141d
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176 elif objectName == "dodge2": |
463
ac0f62a07a3e
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177 enemy = Saucer2(self, 'enemy', instance, False) |
459
302a69c5141d
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178 elif objectName == "diag_top_right": |
463
ac0f62a07a3e
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179 enemy = DiagSaucer(self, 'enemy', 0, instance, False) |
459
302a69c5141d
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180 elif objectName == "diag_bottom_right": |
463
ac0f62a07a3e
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181 enemy = DiagSaucer(self, 'enemy', 1, instance, False) |
459
302a69c5141d
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182 elif objectName == "streaker": |
463
ac0f62a07a3e
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183 enemy = Streaker(self, 'enemy', instance, False) |
467
4d0aa75a82f1
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184 elif objectName == "boss": |
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185 enemy = Boss(self, 'enemy', instance, False) |
452
f07d779362da
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|
186 else: |
463
ac0f62a07a3e
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187 enemy = Ship(self, 'enemy', instance, False) |
452
f07d779362da
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188 |
449
1cf56403347a
Added object bounding boxes.
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|
189 enemy.start() |
451
f463ab431cc0
Movement shouldn't be dependent on framerate anymore.
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|
190 |
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Movement shouldn't be dependent on framerate anymore.
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|
191 loc = instance.getLocation().getExactLayerCoordinates() |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
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|
192 nodeindex = int(loc.x * self._xscale) |
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diff
changeset
|
193 enemy.scenenodeid = nodeindex |
448
5e2ec84902a7
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|
194 self._nodes[nodeindex].spaceobjects.append(enemy) |
453
cf53848fb187
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195 |
479
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|
196 for instance in powerups: |
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|
197 objectName = instance.getId() |
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198 |
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199 if objectName == "cannonspread5": |
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diff
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200 powerup = CannonSpread5PU(self, 'cannonspread5', instance, False) |
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201 elif objectName == "extralife": |
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202 powerup = ExtraLifePU(self, 'extralife', instance, False) |
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203 else: |
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204 powerup = PowerUp(self, 'powerup', instance, False) |
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205 |
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206 powerup.start() |
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207 |
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208 loc = instance.getLocation().getExactLayerCoordinates() |
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209 nodeindex = int(loc.x * self._xscale) |
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210 powerup.scenenodeid = nodeindex |
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211 self._nodes[nodeindex].spaceobjects.append(powerup) |
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212 |
453
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213 #and finally add the player to the scene |
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214 self.addObjectToScene(self._player) |
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215 |
492
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216 self._music = self._soundmanager.createSoundEmitter("music/waynesmind2.ogg") |
485
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217 self._music.callback = self.musicHasFinished |
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218 self._music.looping = True |
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219 self._soundmanager.playClip(self._music) |
480
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220 |
467
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221 self.startCamera() |
485
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222 |
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223 def musicHasFinished(self): |
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224 """ |
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225 Sound callback example that gets fired after the music has finished playing. |
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226 """ |
487
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227 print self._music.name + " has finished playing. Starting it again...\n" |
467
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228 |
455
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229 def pause(self, time): |
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230 self._pausedtime = time |
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231 self._paused = True |
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232 |
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233 def unpause(self, time): |
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234 self._timemod += time - self._pausedtime |
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235 self._paused = False |
457
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236 |
475
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237 def playerHit(self, damage): |
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238 self._player.applyHit(damage) |
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239 |
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240 def gameOver(self): |
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241 self._gameover = True |
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242 self._soundmanager.stopClip(self._music) |
475
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243 self._world.gameOver() |
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244 |
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245 def endLevel(self): |
483
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246 self._soundmanager.stopClip(self._music) |
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247 self._world.endLevel() |
458
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248 |
476
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249 def queueObjectForRemoval(self, obj): |
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250 """ |
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251 You should use this function to remove an object from the scene. |
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252 The garbage collector is what ultimately deletes the object from memory. |
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253 DO NOT do this yourself as you may cause issues with segfaults. |
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254 """ |
476
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255 self._objectstodelete.append(obj) |
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256 |
451
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257 def getObjectsInNode(self, nodeindex): |
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258 """ |
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259 @param nodeindex: the index of the node you which to retrieve objects from. |
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260 @return: The list of objects in the specified node index |
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261 """ |
451
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262 return self._nodes[nodeindex].instances |
448
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263 |
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264 def getObjectsInRange(self, rangeL, rangeR): |
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265 """ |
494
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266 @param rangeL: the left most node index |
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267 @param rangeR: the right most node index |
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268 @return: A combined list of objects in the specified node index range (inclusive) |
491
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269 """ |
448
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270 objects = list() |
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271 |
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272 for i in range(rangeL, rangeR): |
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273 objects.extend(self._nodes[i].spaceobjects) |
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274 |
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275 return objects |
453
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276 |
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277 def addObjectToScene(self, obj): |
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278 """ |
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279 Adds an object to the scene in the correct scene node |
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280 |
494
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281 @param obj: The object to add to the scene |
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282 """ |
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283 |
494
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284 #@todo: search to ensure the object isn't already part of the scene |
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285 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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286 nodeindex = int(loc.x * self._xscale) |
471
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287 |
477
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288 if nodeindex >= 0: |
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289 obj.scenenodeid = nodeindex |
478
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290 if not obj in self._nodes[nodeindex].spaceobjects: |
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291 self._nodes[nodeindex].spaceobjects.append(obj) |
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292 else: |
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293 self.queueObjectForRemoval(obj) |
453
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294 |
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295 def moveObjectInScene(self, obj): |
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296 """ |
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297 When an object moves in the scene you should call this function to update |
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298 scene graph. You MUST do this or the graph will be incorrect. |
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299 |
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300 @param obj: The object to move in the scene |
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301 """ |
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302 |
453
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303 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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304 nodeindex = int(loc.x * self._xscale) |
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305 |
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306 if nodeindex >= 0: |
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307 if nodeindex != obj.scenenodeid: |
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308 if obj in self._nodes[obj.scenenodeid].spaceobjects: |
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309 self._nodes[obj.scenenodeid].spaceobjects.remove(obj) |
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310 |
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311 self._nodes[nodeindex].spaceobjects.append(obj) |
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312 |
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313 obj.scenenodeid = nodeindex |
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314 else: |
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315 self.queueObjectForRemoval(obj) |
471
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316 |
450
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317 def removeObjectFromScene(self, obj): |
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318 """ |
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319 You would not normally call this function directly. You should probably |
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320 call queueObjectForRemoval(). |
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321 |
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322 This function releases any memory allocated for the object by deleting |
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323 the FIFE instance. |
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324 |
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325 @param obj: The object to delete |
491
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326 """ |
450
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327 for node in self._nodes: |
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328 if obj in node.spaceobjects: |
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329 if obj.instance: |
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330 self._layer.deleteInstance(obj.instance) |
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331 obj.instance = None |
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332 node.spaceobjects.remove(obj) |
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333 break |
448
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334 |
446
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335 def attachCamera(self, cam): |
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336 self._camera = cam |
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337 self._camera.setLocation(self._player.location) |
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338 |
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339 def stopCamera(self): |
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340 self._cameraspeed = 0 |
446
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341 |
467
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342 def startCamera(self): |
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343 """ |
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344 Starts the camera moving slowly to the right. |
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345 """ |
467
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346 self._cameraspeed = 0.001 |
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347 |
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348 def collectGarbage(self): |
491
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349 """ |
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350 This should be called once a frame. It removes the object from the scene. |
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351 """ |
478
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352 for obj in self._objectstodelete: |
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353 self.removeObjectFromScene(obj) |
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354 |
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355 self._objectstodelete = list() |
467
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356 |
446
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357 def update(self, time, keystate): |
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358 """ |
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359 This function should be called once a frame. This is where all the game logic |
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360 happens. |
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361 """ |
455
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362 timedelta = (time - self._timemod) - self._time |
453
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363 self._timedelta = timedelta |
455
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364 self._time = time - self._timemod |
453
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365 |
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366 self._keystate = keystate |
446
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367 |
477
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368 |
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369 #some garbage cleanup |
478
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370 self.collectGarbage() |
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371 |
446
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372 #update camera location |
447
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373 loc = self._camera.getLocation() |
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374 exactloc = self._camera.getLocation().getExactLayerCoordinates() |
453
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375 #slowly move to the right |
467
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376 exactloc.x += timedelta * self._cameraspeed |
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377 loc.setExactLayerCoordinates(exactloc) |
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378 self._camera.setLocation(loc) |
448
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379 |
500
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380 #update the listener position |
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381 self._soundmanager.listenerposition = (exactloc.x, exactloc.y) |
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382 |
448
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383 topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) |
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384 bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) |
467
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385 |
449
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386 #which scene nodes to use to update objects |
448
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387 leftnode = int(topleft.x) |
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388 rightnode = int(bottomright.x) + 1 |
448
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389 |
450
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390 #get a list of objects on the screen |
448
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391 if leftnode < 0: |
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392 leftnode = 0 |
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393 if rightnode > self._maxnodes: |
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394 rightnode = self._maxnodes |
449
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395 screenlist = self.getObjectsInRange(leftnode, rightnode) |
453
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396 |
450
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397 #update objects on the screen |
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diff
changeset
|
398 for obj in screenlist: |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
399 if obj.type == SHTR_LASTBOSS: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
400 if bottomright.x > ((obj.location.getExactLayerCoordinates().x * self._xscale) + 0.5): |
467
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
401 self.stopCamera() |
4d0aa75a82f1
Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
465
diff
changeset
|
402 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
403 if not (obj.type == SHTR_PLAYER and self._gameover): |
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
|
404 obj.update() |
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
|
405 |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
406 if obj.changedposition: |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
407 self.moveObjectInScene(obj) |
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
|
408 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
409 if obj.type != SHTR_PLAYER and obj.type != SHTR_PROJECTILE: |
463
ac0f62a07a3e
Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
462
diff
changeset
|
410 if obj.running and obj.boundingbox.intersects(self._player.boundingbox): |
479
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
411 if obj.type == SHTR_ENEMYSHIP: |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
412 #player touched an enemy. Destroy player and |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
413 #re-initialize scene |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
414 if not self._player.invulnerable: |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
415 #collision damage of 1 |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
416 self.playerHit(1) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
417 obj.applyHit(1) |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
418 elif obj.type == SHTR_POWERUP: |
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
419 obj.applyPowerUp(self._player) |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
420 |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
421 elif obj.type == SHTR_PROJECTILE: |
478
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
422 |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
423 #projectile went off the right edge of the screen. Remove it from the scene. |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
424 if obj.scenenodeid >= rightnode: |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
425 self.queueObjectForRemoval(obj) |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
426 continue |
41f7754f2a4b
Fixed a small bug where projectiles wouldn't be removed from the scene after passing the far right edge of the screen.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
477
diff
changeset
|
427 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
428 #could probably just get the nodes in the projectiles scenenode. |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
429 #use a range to be sure. |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
430 pcollide = self.getObjectsInRange(obj.scenenodeid - 1, obj.scenenodeid + 1) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
431 |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
432 for o in pcollide: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
433 #cant get hit by your own bullet |
479
ab28994820dd
Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
478
diff
changeset
|
434 if obj.owner != o and o.type != SHTR_PROJECTILE and o.type != SHTR_POWERUP: |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
435 if o.running and obj.boundingbox.intersects(o.boundingbox): |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
436 if o != self._player and obj.owner.type == SHTR_PLAYER: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
437 o.applyHit(obj.damage) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
438 #check if enemy ship was destroyed |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
439 if not o.running: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
440 self._player.applyScore(o.scorevalue) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
441 obj.destroy() |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
442 elif o == self._player: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
443 #player got hit by a projectile |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
444 if not self._player.invulnerable: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
445 self.playerHit(obj.damage) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
446 obj.destroy() |
460
5e1d6e40d19d
Fixed bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
459
diff
changeset
|
447 |
477
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
448 #queue list of projectiles to remove (ttl expired or has been destroyed) |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
449 if not obj.running: |
6b33d80b468b
Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
476
diff
changeset
|
450 self.queueObjectForRemoval(obj) |
450
ba6817013343
Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
449
diff
changeset
|
451 |
495
ae9f5383f5b1
Added a new log module called Script. This should be used by the python modules.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
494
diff
changeset
|
452 #self._world.renderBoundingBox(obj) |
559
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
453 |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
454 """ |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
455 Do some more cleanup. Objects that leave the scene should be removed. |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
456 |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
457 @todo: Objects that leave the scene should be added to the scenes object removal |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
458 in the objects update function. The current implementation is much slower. |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
459 """ |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
460 |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
461 worldlist = self.getObjectsInRange(0, self._maxnodes) |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
462 |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
463 for obj in worldlist: |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
464 if obj.scenenodeid < leftnode: |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
465 self.queueObjectForRemoval(obj) |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
466 if obj.type == SHTR_PROJECTILE and obj.scenenodeid > rightnode: |
cccff9b04f57
This fixes a problem where objects that leave the scene were not being removed from thee scene. Projectiles and enemies now get removed when they leave the scene. There should no longer be a segfault when you destroy the final boss.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
500
diff
changeset
|
467 self.queueObjectForRemoval(obj) |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
468 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
469 def _getPlayer(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
470 return self._player |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
|
471 |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
472 def _getKeyState(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
473 return self._keystate |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
474 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
475 def _getCamera(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
476 return self._camera |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
477 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
478 def _getObjectLayer(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
479 return self._layer |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
480 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
481 def _getModel(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
482 return self._model |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
483 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
484 def _getTime(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
485 return self._time |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
486 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
487 def _getTimeDelta(self): |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
|
488 return self._timedelta |
455
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
489 |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
490 def _getPaused(self): |
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
491 return self._paused |
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:
481
diff
changeset
|
492 |
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:
481
diff
changeset
|
493 def _getSoundManager(self): |
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:
481
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changeset
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494 return self._soundmanager |
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:
481
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changeset
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495 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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changeset
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496 player = property(_getPlayer) |
453
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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452
diff
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497 keystate = property(_getKeyState) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
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452
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498 camera = property(_getCamera) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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452
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499 objectlayer = property(_getObjectLayer) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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452
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500 model = property(_getModel) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
diff
changeset
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501 time = property(_getTime) |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
452
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changeset
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502 timedelta = property(_getTimeDelta) |
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:
481
diff
changeset
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503 paused = property(_getPaused) |
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:
481
diff
changeset
|
504 soundmanager = property(_getSoundManager) |