annotate demos/shooter/scripts/scene.py @ 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.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Tue, 22 Jun 2010 15:41:36 +0000
parents 5e6ff32a46fb
children c0c3f64bfc2d
rev   line source
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) 2005-2010 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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f07d779362da Added different enemy types which behave differently.
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27 from scripts.ships.enemies import *
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ab28994820dd Added some powerups including a spread weapon and an extra life.
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28 from scripts.powerups import *
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16ceb3228324 Moved the SoundManager and the 2D math function (helpers) from the shooter demo to the fife extensions.
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29 from fife.extensions.fife_math import 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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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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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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78a1eb57c074 Changed the way instances get deleted from the scene. Instances now get removed at the end of the frame as opposed to after their explosion action is complete. The old way was causing the odd segfault because the instance was being removed before FIFE was finished with it.
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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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99 self._music = None
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100
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101 def destroyScene(self):
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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 """
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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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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
112
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
113 for obj in objtodelete:
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 477
diff changeset
115 if obj.instance:
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
116 self._layer.deleteInstance(obj.instance)
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
117 obj.instance = None
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
118 node.spaceobjects.remove(obj)
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
119
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
120 objtodelete = list()
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
121
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
122 for node in nodestodelete:
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
123 if node in self._nodes:
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
124 self._nodes.remove(node)
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
125
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
126 def initScene(self, mapobj):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
127 """
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
128 Initializess the scene and scene graph. This creates game objects for
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
129 FIFE instances that exist in the map.
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
130
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
131 The scene graph is a one dimensional graph. Each node represents one layer
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
132 unit. Objects are added to nodes in the scene graph based on their exact
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
133 layer coordinates.
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
134 """
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
135
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
136 #initialize our scene array to some arbitrary size
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
137 for i in range(0,self._maxnodes):
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
138 self._nodes.append(SceneNode())
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
139
454
bd7e8f708adf Time is now managed by the Scene object.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 453
diff changeset
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 455
diff changeset
141 self._player.init()
454
bd7e8f708adf Time is now managed by the Scene object.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 453
diff changeset
142 self._player.start()
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
143
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
144 enemies = list()
479
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
145 powerups = list()
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
146
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
147 temp = self._layer.getInstances('dodge1')
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
148 enemies.extend(temp)
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
149
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
150 temp = self._layer.getInstances('dodge2')
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
151 enemies.extend(temp)
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
152
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
153 temp = self._layer.getInstances("diag_top_right")
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
154 enemies.extend(temp)
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
155
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
156 temp = self._layer.getInstances("diag_bottom_right")
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
157 enemies.extend(temp)
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
158
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
159 temp = self._layer.getInstances("streaker")
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
160 enemies.extend(temp)
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
161
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
162 temp = self._layer.getInstances("boss")
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
163 enemies.extend(temp)
479
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
164
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
165 temp = self._layer.getInstances("cannonspread5")
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
166 powerups.extend(temp)
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
167
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
168 temp = self._layer.getInstances("extralife")
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
169 powerups.extend(temp)
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
170
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
171 for instance in enemies:
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
172 objectName = instance.getId()
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
173
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
174 if objectName == "dodge1":
463
ac0f62a07a3e Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 462
diff changeset
175 enemy = Saucer1(self, 'enemy', instance, False)
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
176 elif objectName == "dodge2":
463
ac0f62a07a3e Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 462
diff changeset
177 enemy = Saucer2(self, 'enemy', instance, False)
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
178 elif objectName == "diag_top_right":
463
ac0f62a07a3e Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 462
diff changeset
179 enemy = DiagSaucer(self, 'enemy', 0, instance, False)
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
180 elif objectName == "diag_bottom_right":
463
ac0f62a07a3e Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 462
diff changeset
181 enemy = DiagSaucer(self, 'enemy', 1, instance, False)
459
302a69c5141d Player death is now handled a bit nicer.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 458
diff changeset
182 elif objectName == "streaker":
463
ac0f62a07a3e Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 462
diff changeset
183 enemy = Streaker(self, 'enemy', instance, False)
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
184 elif objectName == "boss":
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
185 enemy = Boss(self, 'enemy', instance, False)
452
f07d779362da Added different enemy types which behave differently.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 451
diff changeset
186 else:
463
ac0f62a07a3e Added enemy explosions and other animations.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 462
diff changeset
187 enemy = Ship(self, 'enemy', instance, False)
452
f07d779362da Added different enemy types which behave differently.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 451
diff changeset
188
449
1cf56403347a Added object bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 448
diff changeset
189 enemy.start()
451
f463ab431cc0 Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 450
diff changeset
190
f463ab431cc0 Movement shouldn't be dependent on framerate anymore.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 450
diff changeset
191 loc = instance.getLocation().getExactLayerCoordinates()
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
192 nodeindex = int(loc.x * self._xscale)
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 452
diff changeset
193 enemy.scenenodeid = nodeindex
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
194 self._nodes[nodeindex].spaceobjects.append(enemy)
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
195
479
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
196 for instance in powerups:
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
197 objectName = instance.getId()
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
198
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
199 if objectName == "cannonspread5":
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
200 powerup = CannonSpread5PU(self, 'cannonspread5', instance, False)
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
201 elif objectName == "extralife":
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
202 powerup = ExtraLifePU(self, 'extralife', instance, False)
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
203 else:
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
204 powerup = PowerUp(self, 'powerup', instance, False)
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
205
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
206 powerup.start()
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
207
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
208 loc = instance.getLocation().getExactLayerCoordinates()
ab28994820dd Added some powerups including a spread weapon and an extra life.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
209 nodeindex = int(loc.x * self._xscale)
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
210 powerup.scenenodeid = nodeindex
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
211 self._nodes[nodeindex].spaceobjects.append(powerup)
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prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 478
diff changeset
212
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
213 #and finally add the player to the scene
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 452
diff changeset
214 self.addObjectToScene(self._player)
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
215
492
16ceb3228324 Moved the SoundManager and the 2D math function (helpers) from the shooter demo to the fife extensions.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 491
diff changeset
216 self._music = self._soundmanager.createSoundEmitter("music/waynesmind2.ogg")
485
d365eb58f3d6 SoundClip can now fire a callback after a sound has completed being played (i.e. the duration of the sound has passed by). I have added an example of this with the scene music. [t:346]
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 483
diff changeset
217 self._music.callback = self.musicHasFinished
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
218 self._music.looping = True
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
219 self._soundmanager.playClip(self._music)
480
85fa5fa486a8 Added a simple sound manager.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 479
diff changeset
220
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
221 self.startCamera()
485
d365eb58f3d6 SoundClip can now fire a callback after a sound has completed being played (i.e. the duration of the sound has passed by). I have added an example of this with the scene music. [t:346]
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 483
diff changeset
222
d365eb58f3d6 SoundClip can now fire a callback after a sound has completed being played (i.e. the duration of the sound has passed by). I have added an example of this with the scene music. [t:346]
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 483
diff changeset
223 def musicHasFinished(self):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
224 """
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
225 Sound callback example that gets fired after the music has finished playing.
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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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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diff changeset
241 self._gameover = True
483
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242 self._soundmanager.stopClip(self._music)
475
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243 self._world.gameOver()
467
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244
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245 def endLevel(self):
483
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246 self._soundmanager.stopClip(self._music)
467
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247 self._world.endLevel()
458
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248
476
78a1eb57c074 Changed the way instances get deleted from the scene. Instances now get removed at the end of the frame as opposed to after their explosion action is complete. The old way was causing the odd segfault because the instance was being removed before FIFE was finished with it.
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249 def queueObjectForRemoval(self, obj):
491
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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
78a1eb57c074 Changed the way instances get deleted from the scene. Instances now get removed at the end of the frame as opposed to after their explosion action is complete. The old way was causing the odd segfault because the instance was being removed before FIFE was finished with it.
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255 self._objectstodelete.append(obj)
455
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256
451
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257 def getObjectsInNode(self, nodeindex):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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258 """
494
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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
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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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):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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265 """
494
e241d7553496 Fixing the epydoc markup. Did some more commenting.
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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
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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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):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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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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diff changeset
281 @param obj: The object to add to the scene
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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282 """
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283
494
e241d7553496 Fixing the epydoc markup. Did some more commenting.
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diff changeset
284 #@todo: search to ensure the object isn't already part of the scene
453
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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
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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diff changeset
290 if not obj in self._nodes[nodeindex].spaceobjects:
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291 self._nodes[nodeindex].spaceobjects.append(obj)
477
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292 else:
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diff changeset
293 self.queueObjectForRemoval(obj)
453
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294
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diff changeset
295 def moveObjectInScene(self, obj):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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296 """
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diff changeset
297 When an object moves in the scene you should call this function to update
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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diff changeset
298 scene graph. You MUST do this or the graph will be incorrect.
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diff changeset
299
494
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diff changeset
300 @param obj: The object to move in the scene
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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diff changeset
301 """
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diff changeset
302
453
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diff changeset
303 loc = obj.instance.getLocation().getExactLayerCoordinates()
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diff changeset
304 nodeindex = int(loc.x * self._xscale)
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305
477
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diff changeset
306 if nodeindex >= 0:
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diff changeset
307 if nodeindex != obj.scenenodeid:
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parents: 476
diff changeset
308 if obj in self._nodes[obj.scenenodeid].spaceobjects:
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parents: 476
diff changeset
309 self._nodes[obj.scenenodeid].spaceobjects.remove(obj)
471
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310
477
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diff changeset
311 self._nodes[nodeindex].spaceobjects.append(obj)
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312
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diff changeset
313 obj.scenenodeid = nodeindex
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diff changeset
314 else:
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diff changeset
315 self.queueObjectForRemoval(obj)
471
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316
450
ba6817013343 Added score keeping ability.
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diff changeset
317 def removeObjectFromScene(self, obj):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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diff changeset
318 """
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diff changeset
319 You would not normally call this function directly. You should probably
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diff changeset
320 call queueObjectForRemoval().
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diff changeset
321
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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diff changeset
322 This function releases any memory allocated for the object by deleting
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diff changeset
323 the FIFE instance.
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diff changeset
324
494
e241d7553496 Fixing the epydoc markup. Did some more commenting.
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parents: 492
diff changeset
325 @param obj: The object to delete
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
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diff changeset
326 """
450
ba6817013343 Added score keeping ability.
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diff changeset
327 for node in self._nodes:
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parents: 449
diff changeset
328 if obj in node.spaceobjects:
477
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parents: 476
diff changeset
329 if obj.instance:
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diff changeset
330 self._layer.deleteInstance(obj.instance)
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diff changeset
331 obj.instance = None
450
ba6817013343 Added score keeping ability.
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parents: 449
diff changeset
332 node.spaceobjects.remove(obj)
477
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parents: 476
diff changeset
333 break
448
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diff changeset
334
446
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parents:
diff changeset
335 def attachCamera(self, cam):
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diff changeset
336 self._camera = cam
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diff changeset
337 self._camera.setLocation(self._player.location)
467
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parents: 465
diff changeset
338
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
339 def stopCamera(self):
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
340 self._cameraspeed = 0
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
341
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
342 def startCamera(self):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
343 """
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
344 Starts the camera moving slowly to the right.
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
345 """
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
346 self._cameraspeed = 0.001
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
347
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
348 def collectGarbage(self):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
349 """
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
350 This should be called once a frame. It removes the object from the scene.
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
351 """
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
352 for obj in self._objectstodelete:
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
353 self.removeObjectFromScene(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
354
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
355 self._objectstodelete = list()
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
356
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
357 def update(self, time, keystate):
491
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
358 """
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
359 This function should be called once a frame. This is where all the game logic
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
360 happens.
c4168eb47a44 Adding some comments to the shooter demo. Updated the copyright date and FIFE URL as well.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 489
diff changeset
361 """
455
e686b82d93d0 Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 454
diff changeset
362 timedelta = (time - self._timemod) - self._time
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
363 self._timedelta = timedelta
455
e686b82d93d0 Added the ability to pause the game.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 454
diff changeset
364 self._time = time - self._timemod
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
365
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 452
diff changeset
366 self._keystate = keystate
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
367
477
6b33d80b468b Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 476
diff changeset
368
6b33d80b468b Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 476
diff changeset
369 #some garbage cleanup
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
370 self.collectGarbage()
477
6b33d80b468b Projectiles are now part of the scene.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 476
diff changeset
371
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
372 #update camera location
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
373 loc = self._camera.getLocation()
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
374 exactloc = self._camera.getLocation().getExactLayerCoordinates()
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
375 #slowly move to the right
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
376 exactloc.x += timedelta * self._cameraspeed
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
377 loc.setExactLayerCoordinates(exactloc)
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
378 self._camera.setLocation(loc)
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
379
500
5e6ff32a46fb Added listener position to the soundmanager.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 495
diff changeset
380 #update the listener position
5e6ff32a46fb Added listener position to the soundmanager.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 495
diff changeset
381 self._soundmanager.listenerposition = (exactloc.x, exactloc.y)
5e6ff32a46fb Added listener position to the soundmanager.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 495
diff changeset
382
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
383 topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0))
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
384 bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768))
467
4d0aa75a82f1 Added damage so some enemies take more than one hit to destroy.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 465
diff changeset
385
449
1cf56403347a Added object bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 448
diff changeset
386 #which scene nodes to use to update objects
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
387 leftnode = int(topleft.x)
450
ba6817013343 Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 449
diff changeset
388 rightnode = int(bottomright.x) + 1
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
389
450
ba6817013343 Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 449
diff changeset
390 #get a list of objects on the screen
448
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
391 if leftnode < 0:
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
392 leftnode = 0
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
393 if rightnode > self._maxnodes:
5e2ec84902a7 Did a little re-factoring.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 447
diff changeset
394 rightnode = self._maxnodes
449
1cf56403347a Added object bounding boxes.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 448
diff changeset
395 screenlist = self.getObjectsInRange(leftnode, rightnode)
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
396
450
ba6817013343 Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 449
diff changeset
397 #update objects on the screen
ba6817013343 Added score keeping ability.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 449
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
diff changeset
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
diff changeset
495
446
2046a1f2f5f2 Adding the shooter demo. This is still a work in progress.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff changeset
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
parents: 452
diff changeset
497 keystate = property(_getKeyState)
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 452
diff changeset
498 camera = property(_getCamera)
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 452
diff changeset
499 objectlayer = property(_getObjectLayer)
cf53848fb187 Scene now gets updated when an object moves from one node to another.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents: 452
diff changeset
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
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
diff changeset
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
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)