Mercurial > fife-parpg
annotate demos/shooter/scripts/scene.py @ 453:cf53848fb187
Scene now gets updated when an object moves from one node to another.
Player is now part of the scene.
Projectiles can be files by both player and enemies.
Some code cleanup.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Tue, 06 Apr 2010 19:12:41 +0000 |
parents | f07d779362da |
children | bd7e8f708adf |
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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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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30 |
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31 class SceneNode(object): |
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32 def __init__(self, spaceobjects = None): |
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33 if not spaceobjects: |
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34 self._spaceobjects = list() |
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35 else: |
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36 self._spaceobjects = spaceobjects |
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37 |
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38 def _getObjects(self): |
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39 return self._spaceobjects |
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40 |
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41 def _setObjects(self, spaceobjects): |
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42 self._spaceobjects = spaceobjects |
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43 |
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44 spaceobjects = property(_getObjects, _setObjects) |
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45 |
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46 class Scene(object): |
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47 def __init__(self, engine, objectLayer): |
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48 self._engine = engine |
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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 = Player(self, 'player') |
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54 self._player.width = 0.075 |
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55 self._player.height = 0.075 |
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56 self._player.start() |
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57 |
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58 self._projectiles = list() |
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59 self._lasttime = 0 |
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60 |
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61 self._maxnodes = 128 |
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62 self._xscale = 0 |
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63 |
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64 self._time = 0 |
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65 self._timedelta = 0 |
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66 |
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67 def initScene(self, mapobj): |
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68 self._xscale = self._layer.getCellGrid().getXScale() |
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69 |
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70 enemies = self._layer.getInstances('enemy') |
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71 |
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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 for instance in enemies: |
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77 objectName = instance.getObject().getId() |
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78 print objectName |
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79 |
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80 if objectName == "saucer1": |
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81 enemy = Saucer1(self, 'enemy', False) |
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82 elif objectName == "saucer2": |
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83 enemy = Saucer2(self, 'enemy', False) |
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84 else: |
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85 enemy = Ship(self, 'enemy', False) |
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86 |
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87 enemy.instance = instance |
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88 enemy.start() |
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89 |
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90 loc = instance.getLocation().getExactLayerCoordinates() |
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91 nodeindex = int(loc.x * self._xscale) |
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92 enemy.scenenodeid = nodeindex |
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93 self._nodes[nodeindex].spaceobjects.append(enemy) |
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94 |
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95 #and finally add the player to the scene |
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96 self.addObjectToScene(self._player) |
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97 |
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98 def getObjectsInNode(self, nodeindex): |
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99 return self._nodes[nodeindex].instances |
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100 |
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101 def getObjectsInRange(self, rangeL, rangeR): |
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102 objects = list() |
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103 |
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104 for i in range(rangeL, rangeR): |
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105 objects.extend(self._nodes[i].spaceobjects) |
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106 |
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107 return objects |
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108 |
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109 def addObjectToScene(self, obj): |
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110 #TODO: search to ensure the object isn't already part of the scene |
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111 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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112 nodeindex = int(loc.x * self._xscale) |
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113 |
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114 self._nodes[nodeindex].spaceobjects.append(obj) |
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115 obj.scenenodeid = nodeindex |
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116 |
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117 def addProjectileToScene(self, projectile): |
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118 self._projectiles.append(projectile) |
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119 |
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120 def moveObjectInScene(self, obj): |
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121 loc = obj.instance.getLocation().getExactLayerCoordinates() |
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122 nodeindex = int(loc.x * self._xscale) |
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123 |
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124 if nodeindex != obj.scenenodeid: |
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125 self._nodes[obj.scenenodeid].spaceobjects.remove(obj) |
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126 self._nodes[nodeindex].spaceobjects.append(obj) |
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127 obj.scenenodeid = nodeindex |
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128 |
450
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129 def removeObjectFromScene(self, obj): |
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130 for node in self._nodes: |
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131 if obj in node.spaceobjects: |
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132 node.spaceobjects.remove(obj) |
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133 return |
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134 |
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135 def attachCamera(self, cam): |
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136 self._camera = cam |
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137 self._camera.setLocation(self._player.location) |
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138 |
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139 def update(self, time, keystate): |
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140 timedelta = time - self._time |
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141 self._timedelta = timedelta |
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142 self._time = time |
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143 |
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144 self._keystate = keystate |
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145 |
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146 #update camera location |
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147 loc = self._camera.getLocation() |
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148 exactloc = self._camera.getLocation().getExactLayerCoordinates() |
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149 #slowly move to the right |
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150 exactloc.x += timedelta * 0.001 |
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151 loc.setExactLayerCoordinates(exactloc) |
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152 self._camera.setLocation(loc) |
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153 |
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154 topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) |
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155 bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) |
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156 |
449
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157 #which scene nodes to use to update objects |
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158 leftnode = int(topleft.x) |
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159 rightnode = int(bottomright.x) + 1 |
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160 |
450
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161 #get a list of objects on the screen |
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162 if leftnode < 0: |
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163 leftnode = 0 |
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164 if rightnode > self._maxnodes: |
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165 rightnode = self._maxnodes |
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166 screenlist = self.getObjectsInRange(leftnode, rightnode) |
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167 |
453
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168 |
450
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169 #update objects on the screen |
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170 for obj in screenlist: |
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171 obj.update(timedelta) |
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172 if obj.changedposition: |
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173 self.moveObjectInScene(obj) |
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174 |
453
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175 #Testing enemy fire |
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176 #prjct = obj.fire(time, fife.DoublePoint(-1,0)) |
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177 #if prjct: |
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178 # self._projectiles.append(prjct) |
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179 |
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180 if obj != self._player: |
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181 if obj.boundingbox.intersects(self._player.boundingbox): |
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182 #player touched an enemy. Destroy player and |
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183 #re-initialize scene |
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184 self._player.destroy() |
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185 |
446
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186 |
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187 #update the list of projectiles |
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188 projtodelete = list() |
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189 for p in self._projectiles: |
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190 p.update(timedelta) |
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191 #check to see if the projectile hit any object on the screen |
449
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192 for o in screenlist: |
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193 #cant get hit by your own bullet |
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194 if p.owner != o: |
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195 if p.boundingbox.intersects(o.boundingbox): |
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196 self._player.applyScore(100) |
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197 p.destroy() |
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198 o.destroy() |
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199 #temporary... the destroy functions should spawn an explosion |
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200 #and also destroy the instance and remove itself from the scene |
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201 self.removeObjectFromScene(o) |
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202 |
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203 #build a list of projectiles to remove (ttl expired) |
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204 if not p.running: |
450
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205 projtodelete.append(p) |
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206 |
453
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207 #remove any expired projectiles |
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208 for p in projtodelete: |
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209 self._projectiles.remove(p) |
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210 |
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211 |
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212 def _getPlayer(self): |
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213 return self._player |
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214 |
453
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215 def _getKeyState(self): |
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216 return self._keystate |
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217 |
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218 def _getCamera(self): |
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219 return self._camera |
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220 |
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221 def _getObjectLayer(self): |
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222 return self._layer |
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223 |
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224 def _getModel(self): |
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225 return self._model |
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226 |
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227 def _getTime(self): |
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228 return self._time |
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229 |
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230 def _getTimeDelta(self): |
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231 return self._timedelta |
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232 |
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233 player = property(_getPlayer) |
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234 keystate = property(_getKeyState) |
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235 camera = property(_getCamera) |
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236 objectlayer = property(_getObjectLayer) |
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237 model = property(_getModel) |
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238 time = property(_getTime) |
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239 timedelta = property(_getTimeDelta) |
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240 |