annotate demos/shooter/scripts/ships/shipbase.py @ 491:c4168eb47a44

Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 06 May 2010 19:34:21 +0000
parents 82d44c471959
children 16ceb3228324
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 @param name The name of the ship
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74 @param findInstance True if the instance you are looking for is already loaded
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75 False if you want to load the instance yourself
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76
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77 """
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78
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79 super(Ship, self).__init__(scene, name, findInstance)
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80
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81 self._weapon = None
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82
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83 self._flashnumber = 0
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84 self._flashing = False
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85
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86 self._hitpoints = 0
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87 self._scorevalue = 0
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88
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89 self._hitclip = self._scene.soundmanager.loadSoundClip("sounds/hit.ogg")
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90 self._explodclip = self._scene.soundmanager.loadSoundClip("sounds/explode.ogg")
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91
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92 def _setWeapon(self, weapon):
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93 self._weapon = weapon
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94
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95 def _getWeapon(self):
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96 return self._weapon
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97
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98 def flash(self, number):
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99 """
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100 Playes the flash animation (or action) the specified number of times
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101
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102 @param number an integer specifying the number of times to play the flash animation
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103 """
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104 if self._running:
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105 self._instance.act('flash', self._instance.getFacingLocation())
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106 self._flashnumber = number
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107 self._flashing = True
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108
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109 def fire(self, direction):
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110 """
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111 Fires the current weapon in the specified direction
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112
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113 @param direction A fife.DoublePoint() specifying the direction to fire
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114 """
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115 if self._weapon and self._hitpoints > 0:
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116 return self._weapon.fire(direction)
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117
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118 return None
459
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119
467
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120 def applyHit(self, hp):
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121 """
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122 Removes the specified number of hit points. Destroys the ship if necessary.
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123
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124 @param hp The number of hit points to remove from the ship.
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125 """
467
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126 self._hitpoints -= hp
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127 if self._hitpoints <= 0:
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128 self.destroy()
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129 else:
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130 self._scene.soundmanager.playClip(self._hitclip)
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131
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132 def destroy(self):
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133 """
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134 Plays the explode animation (or action)
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135 """
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136 if self._running:
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137 self._instance.act('explode', self._instance.getFacingLocation())
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138 self._scene.soundmanager.playClip(self._explodclip)
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139 super(Ship, self).destroy()
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140
467
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141 def _getHitPoints(self):
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142 return self._hitpoints
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143
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144 def _setHitPoints(self, hp):
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145 self._hitpoints = hp
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146
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147 def _getScoreValue(self):
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148 return self._scorevalue
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149
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150 def _setScoreValue(self, value):
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151 self._scorevalue = value
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152
446
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153 weapon = property(_getWeapon, _setWeapon)
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154 hitpoints = property(_getHitPoints, _setHitPoints)
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155 scorevalue = property(_getScoreValue, _setScoreValue)