Mercurial > fife-parpg
annotate demos/shooter/scripts/scene.py @ 462:c4f745a566d6
Added player ship animations including flash and explode.
Removed the old flashing routine.
The player now gets moved to the left side of the screen after dying and is invulnerable for a short period of time.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 12 Apr 2010 19:01:41 +0000 |
parents | f87f686b5b59 |
children | ac0f62a07a3e |
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.ships.enemies import * |
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28 from scripts.common.helpers import Rect |
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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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Added the ability to set the scale of the object layer. Tweaked the player controls a little bit. A little more work needs to be done to keep the player within the bounds of the camera.
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44 |
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45 class Scene(object): |
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46 def __init__(self, world, engine, objectLayer): |
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47 self._engine = engine |
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48 self._world = world |
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49 self._model = engine.getModel() |
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50 self._layer = objectLayer |
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51 self._nodes = list() |
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52 |
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53 self._player = None |
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54 self._projectiles = list() |
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55 |
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56 self._maxnodes = 128 |
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57 self._xscale = 0 |
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58 |
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59 self._time = 0 |
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60 self._timedelta = 0 |
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61 self._lasttime = 0 |
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62 |
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63 self._xscale = self._layer.getCellGrid().getXScale() |
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64 self._yscale = self._layer.getCellGrid().getYScale() |
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65 |
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66 self._paused = False |
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67 self._timemod = 0 |
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68 |
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69 self._gameover = False |
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70 |
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71 def initScene(self, mapobj): |
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72 #initialize our scene array to some arbitrary size |
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73 for i in range(0,self._maxnodes): |
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74 self._nodes.append(SceneNode()) |
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75 |
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76 self._player = Player(self, 'player') |
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77 self._player.init() |
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78 self._player.start() |
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79 |
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80 enemies = list() |
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81 |
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82 temp = self._layer.getInstances('dodge1') |
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83 enemies.extend(temp) |
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84 |
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85 temp = self._layer.getInstances('dodge2') |
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86 enemies.extend(temp) |
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87 |
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88 temp = self._layer.getInstances("diag_top_right") |
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89 enemies.extend(temp) |
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90 |
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91 temp = self._layer.getInstances("diag_bottom_right") |
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92 enemies.extend(temp) |
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93 |
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94 temp = self._layer.getInstances("streaker") |
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95 enemies.extend(temp) |
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96 |
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97 for instance in enemies: |
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98 objectName = instance.getId() |
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99 print objectName |
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100 |
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101 if objectName == "dodge1": |
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102 enemy = Saucer1(self, 'enemy', False) |
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103 elif objectName == "dodge2": |
453
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104 enemy = Saucer2(self, 'enemy', False) |
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105 elif objectName == "diag_top_right": |
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106 enemy = DiagSaucer(self, 'enemy', 0, False) |
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107 elif objectName == "diag_bottom_right": |
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108 enemy = DiagSaucer(self, 'enemy', 1, False) |
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109 elif objectName == "streaker": |
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110 enemy = Streaker(self, 'enemy', False) |
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111 else: |
453
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112 enemy = Ship(self, 'enemy', False) |
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113 |
448
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114 enemy.instance = instance |
449
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115 enemy.start() |
451
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116 |
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117 loc = instance.getLocation().getExactLayerCoordinates() |
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118 nodeindex = int(loc.x * self._xscale) |
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119 enemy.scenenodeid = nodeindex |
448
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120 self._nodes[nodeindex].spaceobjects.append(enemy) |
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121 |
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122 #and finally add the player to the scene |
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123 self.addObjectToScene(self._player) |
457
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124 |
455
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125 def pause(self, time): |
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126 self._pausedtime = time |
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127 self._paused = True |
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128 |
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129 def unpause(self, time): |
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130 self._timemod += time - self._pausedtime |
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131 self._paused = False |
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132 |
459
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133 def playerHit(self): |
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134 self._player.destroy() |
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135 if self._player.lives <= -1: |
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136 self._gameover = True |
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137 self._world.gameOver() |
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138 #self.removeAllProjectiles() |
457
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139 return |
459
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140 |
462
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141 #self._player.setInvulnerable(2) |
459
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142 |
458
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143 |
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144 def removeAllProjectiles(self): |
457
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145 projtodelete = list() |
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146 for p in self._projectiles: |
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147 p.destroy() |
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148 projtodelete.append(p) |
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149 |
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150 for p in projtodelete: |
458
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changeset
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151 self._projectiles.remove(p) |
455
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152 |
451
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153 def getObjectsInNode(self, nodeindex): |
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154 return self._nodes[nodeindex].instances |
448
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155 |
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156 def getObjectsInRange(self, rangeL, rangeR): |
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157 objects = list() |
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158 |
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159 for i in range(rangeL, rangeR): |
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160 objects.extend(self._nodes[i].spaceobjects) |
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161 |
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162 return objects |
453
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163 |
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164 def addObjectToScene(self, obj): |
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165 #TODO: search to ensure the object isn't already part of the scene |
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166 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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167 nodeindex = int(loc.x * self._xscale) |
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168 |
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169 self._nodes[nodeindex].spaceobjects.append(obj) |
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170 obj.scenenodeid = nodeindex |
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171 |
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172 def addProjectileToScene(self, projectile): |
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173 self._projectiles.append(projectile) |
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174 |
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175 def moveObjectInScene(self, obj): |
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176 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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177 nodeindex = int(loc.x * self._xscale) |
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178 |
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179 if nodeindex != obj.scenenodeid: |
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180 self._nodes[obj.scenenodeid].spaceobjects.remove(obj) |
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181 self._nodes[nodeindex].spaceobjects.append(obj) |
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182 obj.scenenodeid = nodeindex |
448
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183 |
450
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184 def removeObjectFromScene(self, obj): |
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185 for node in self._nodes: |
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186 if obj in node.spaceobjects: |
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187 node.spaceobjects.remove(obj) |
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188 return |
448
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189 |
446
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Adding the shooter demo. This is still a work in progress.
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190 def attachCamera(self, cam): |
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191 self._camera = cam |
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192 self._camera.setLocation(self._player.location) |
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193 |
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194 def update(self, time, keystate): |
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195 timedelta = (time - self._timemod) - self._time |
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196 self._timedelta = timedelta |
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197 self._time = time - self._timemod |
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198 |
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199 self._keystate = keystate |
446
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200 |
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|
201 #update camera location |
447
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Added the ability to set the scale of the object layer. Tweaked the player controls a little bit. A little more work needs to be done to keep the player within the bounds of the camera.
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202 loc = self._camera.getLocation() |
446
2046a1f2f5f2
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203 exactloc = self._camera.getLocation().getExactLayerCoordinates() |
453
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|
204 #slowly move to the right |
447
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|
205 exactloc.x += timedelta * 0.001 |
446
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Adding the shooter demo. This is still a work in progress.
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changeset
|
206 loc.setExactLayerCoordinates(exactloc) |
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Adding the shooter demo. This is still a work in progress.
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207 self._camera.setLocation(loc) |
448
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Did a little re-factoring.
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208 |
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209 topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) |
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210 bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) |
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211 |
449
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212 #which scene nodes to use to update objects |
448
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213 leftnode = int(topleft.x) |
450
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214 rightnode = int(bottomright.x) + 1 |
448
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215 |
450
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216 #get a list of objects on the screen |
448
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217 if leftnode < 0: |
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218 leftnode = 0 |
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219 if rightnode > self._maxnodes: |
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220 rightnode = self._maxnodes |
449
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221 screenlist = self.getObjectsInRange(leftnode, rightnode) |
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222 |
453
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223 |
450
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224 #update objects on the screen |
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225 for obj in screenlist: |
457
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Player now has 3 lives and will receive a game over message once they are used up.
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226 if not (obj == self._player and self._gameover): |
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227 obj.update() |
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228 |
453
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229 if obj.changedposition: |
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230 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.
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231 |
454
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232 if obj != self._player: |
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233 #TODO: enemy should fire weapon in their update function |
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234 obj.fire(fife.DoublePoint(-1,0)) |
453
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235 |
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236 if obj.boundingbox.intersects(self._player.boundingbox): |
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237 #player touched an enemy. Destroy player and |
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238 #re-initialize scene |
459
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239 if not self._player.invulnerable: |
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240 self.playerHit() |
460
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241 obj.destroy() |
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242 |
461
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243 self._world.renderBoundingBox(obj) |
459
302a69c5141d
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244 |
453
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245 |
446
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Adding the shooter demo. This is still a work in progress.
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246 |
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Adding the shooter demo. This is still a work in progress.
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247 #update the list of projectiles |
450
ba6817013343
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248 projtodelete = list() |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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249 for p in self._projectiles: |
454
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250 p.update() |
450
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251 #check to see if the projectile hit any object on the screen |
449
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252 for o in screenlist: |
453
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253 #cant get hit by your own bullet |
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254 if p.owner != o: |
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255 if p.boundingbox.intersects(o.boundingbox): |
461
f87f686b5b59
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256 if o != self._player and p.owner.isplayer: |
457
597b066d5ccb
Player now has 3 lives and will receive a game over message once they are used up.
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257 self._player.applyScore(100) |
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258 p.destroy() |
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259 o.destroy() |
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changeset
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260 #TODO: the destroy functions should spawn an explosion |
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changeset
|
261 #and also destroy the instance and remove itself from the scene |
460
5e1d6e40d19d
Fixed bounding boxes.
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|
262 #self.removeObjectFromScene(o) |
461
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changeset
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263 elif o == 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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changeset
|
264 #player got hit by a projectile |
459
302a69c5141d
Player death is now handled a bit nicer.
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265 if not self._player.invulnerable: |
302a69c5141d
Player death is now handled a bit nicer.
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changeset
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266 p.destroy() |
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changeset
|
267 self.playerHit() |
460
5e1d6e40d19d
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|
268 |
461
f87f686b5b59
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changeset
|
269 self._world.renderBoundingBox(p) |
459
302a69c5141d
Player death is now handled a bit nicer.
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|
270 |
450
ba6817013343
Added score keeping ability.
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changeset
|
271 |
ba6817013343
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changeset
|
272 #build a list of projectiles to remove (ttl expired) |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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changeset
|
273 if not p.running: |
450
ba6817013343
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changeset
|
274 projtodelete.append(p) |
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275 |
453
cf53848fb187
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changeset
|
276 #remove any expired projectiles |
450
ba6817013343
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changeset
|
277 for p in projtodelete: |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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changeset
|
278 self._projectiles.remove(p) |
453
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279 |
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changeset
|
280 |
cf53848fb187
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changeset
|
281 def _getPlayer(self): |
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282 return self._player |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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283 |
453
cf53848fb187
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changeset
|
284 def _getKeyState(self): |
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285 return self._keystate |
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changeset
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286 |
cf53848fb187
Scene now gets updated when an object moves from one node to another.
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changeset
|
287 def _getCamera(self): |
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288 return self._camera |
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289 |
cf53848fb187
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changeset
|
290 def _getObjectLayer(self): |
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291 return self._layer |
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292 |
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|
293 def _getModel(self): |
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294 return self._model |
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295 |
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296 def _getTime(self): |
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297 return self._time |
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298 |
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|
299 def _getTimeDelta(self): |
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Scene now gets updated when an object moves from one node to another.
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changeset
|
300 return self._timedelta |
455
e686b82d93d0
Added the ability to pause the game.
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454
diff
changeset
|
301 |
e686b82d93d0
Added the ability to pause the game.
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454
diff
changeset
|
302 def _getPaused(self): |
e686b82d93d0
Added the ability to pause the game.
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454
diff
changeset
|
303 return self._paused |
e686b82d93d0
Added the ability to pause the game.
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454
diff
changeset
|
304 |
446
2046a1f2f5f2
Adding the shooter demo. This is still a work in progress.
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diff
changeset
|
305 player = property(_getPlayer) |
453
cf53848fb187
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changeset
|
306 keystate = property(_getKeyState) |
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changeset
|
307 camera = property(_getCamera) |
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Scene now gets updated when an object moves from one node to another.
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changeset
|
308 objectlayer = property(_getObjectLayer) |
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Scene now gets updated when an object moves from one node to another.
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changeset
|
309 model = property(_getModel) |
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Scene now gets updated when an object moves from one node to another.
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changeset
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310 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
diff
changeset
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311 timedelta = property(_getTimeDelta) |
455
e686b82d93d0
Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
454
diff
changeset
|
312 paused = property(_getPaused) |