comparison demos/shooter/scripts/ships/player.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
date Tue, 06 Apr 2010 19:12:41 +0000
parents f463ab431cc0
children bd7e8f708adf
comparison
equal deleted inserted replaced
452:f07d779362da 453:cf53848fb187
25 from scripts.ships.shipbase import Ship 25 from scripts.ships.shipbase import Ship
26 from scripts.common.helpers import Rect 26 from scripts.common.helpers import Rect
27 27
28 28
29 class Player(Ship): 29 class Player(Ship):
30 def __init__(self, model, playerName, layer): 30 def __init__(self, scene, playerName):
31 super(Player, self).__init__(model, playerName, layer) 31 super(Player, self).__init__(scene, playerName)
32 32
33 self._score = 0 33 self._score = 0
34 self._maxvelocity = 1.5
34 35
35 def _getScore(self): 36 def _getScore(self):
36 return self._score 37 return self._score
37 38
38 def applyScore(self, sc): 39 def applyScore(self, sc):
39 self._score += sc 40 self._score += sc
41
42 def destroy(self):
43 print "player has been destroyed!"
40 44
41 def update(self, timedelta, keystate, camera): 45 def update(self, timedelta):
42 key = False 46 key = False
43 47
44 oldpos = self.location 48 oldpos = self.location
45 49
46 if keystate['UP']: 50 if self._scene.keystate['UP']:
47 self.applyThrust(fife.DoublePoint(0,-0.75), timedelta) 51 self.applyThrust(fife.DoublePoint(0,-1.5), timedelta)
48 key = True 52 key = True
49 if keystate['DOWN']: 53 if self._scene.keystate['DOWN']:
50 self.applyThrust(fife.DoublePoint(0,0.75), timedelta) 54 self.applyThrust(fife.DoublePoint(0,1.5), timedelta)
51 key = True 55 key = True
52 if keystate['LEFT']: 56 if self._scene.keystate['LEFT']:
53 self.applyThrust(fife.DoublePoint(-0.75,0), timedelta) 57 self.applyThrust(fife.DoublePoint(-1.5,0), timedelta)
54 key = True 58 key = True
55 if keystate['RIGHT']: 59 if self._scene.keystate['RIGHT']:
56 self.applyThrust(fife.DoublePoint(0.75,0), timedelta) 60 self.applyThrust(fife.DoublePoint(1.5,0), timedelta)
57 key = True 61 key = True
62
63 #fire the currently selected gun
64 if self._scene.keystate['SPACE']:
65 prjct = self.fire(self._scene.time, fife.DoublePoint(1,0))
66 if prjct:
67 self._scene.addProjectileToScene(prjct)
58 68
59 if not key and self._velocity.length() > 0: 69 if not key and self._velocity.length() > 0:
60 self.applyBrake(0.75, timedelta) 70 self.applyBrake(1.5, timedelta)
61 71
62 super(Player, self).update(timedelta) 72 super(Player, self).update(timedelta)
63 73
64 #set up the players camera bounds 74 #set up the players camera bounds
65 #TODO: grab screen resolution from somewhere 75 #TODO: grab screen resolution from somewhere
66 topleft = camera.toMapCoordinates(fife.ScreenPoint(0,0)) 76 topleft = self._scene.camera.toMapCoordinates(fife.ScreenPoint(0,0))
67 bottomright = camera.toMapCoordinates(fife.ScreenPoint(1024,768)) 77 bottomright = self._scene.camera.toMapCoordinates(fife.ScreenPoint(1024,768))
68 78
69 camrect = Rect(topleft.x, topleft.y, bottomright.x - topleft.x, bottomright.y - topleft.y) 79 camrect = Rect(topleft.x, topleft.y, bottomright.x - topleft.x, bottomright.y - topleft.y)
70 80
71 #player bounding box 81 #player bounding box
72 xscale = self._layer.getCellGrid().getXScale() 82 xscale = self._layer.getCellGrid().getXScale()