Mercurial > fife-parpg
comparison demos/shooter/scripts/ships/player.py @ 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]
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 30 Apr 2010 15:37:33 +0000 |
parents | ab28994820dd |
children | c4168eb47a44 |
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484:e584b0b8b4a2 | 485:d365eb58f3d6 |
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55 | 55 |
56 self._actionlistener = PlayerActionListener(self) | 56 self._actionlistener = PlayerActionListener(self) |
57 | 57 |
58 self._lives = 3 | 58 self._lives = 3 |
59 self.init() | 59 self.init() |
60 | |
60 | 61 |
61 def init(self): | 62 def init(self): |
62 self._hitpoints = 2 | 63 self._hitpoints = 2 |
63 self._dead = False | 64 self._dead = False |
64 self._invulnerable = False | 65 self._invulnerable = False |
109 self.flash(1) | 110 self.flash(1) |
110 | 111 |
111 def destroy(self): | 112 def destroy(self): |
112 if not self._invulnerable and not self._dead: | 113 if not self._invulnerable and not self._dead: |
113 self._instance.act('explode', self._instance.getFacingLocation()) | 114 self._instance.act('explode', self._instance.getFacingLocation()) |
115 self._scene.soundmanager.playClip(self._explodclip) | |
114 self._dead = True | 116 self._dead = True |
115 self._invulnerable = True | 117 self._invulnerable = True |
116 self._lives -= 1 | 118 self._lives -= 1 |
117 | 119 |
118 def fire(self, direction): | 120 def fire(self, direction): |