diff demos/shooter/scripts/ships/shipbase.py @ 446:2046a1f2f5f2

Adding the shooter demo. This is still a work in progress.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Wed, 31 Mar 2010 15:40:00 +0000
parents
children 64676ea55472
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/demos/shooter/scripts/ships/shipbase.py	Wed Mar 31 15:40:00 2010 +0000
@@ -0,0 +1,136 @@
+# -*- coding: utf-8 -*-
+
+# ####################################################################
+#  Copyright (C) 2005-2009 by the FIFE team
+#  http://www.fifengine.de
+#  This file is part of FIFE.
+#
+#  FIFE is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU Lesser General Public
+#  License as published by the Free Software Foundation; either
+#  version 2.1 of the License, or (at your option) any later version.
+#
+#  This library is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+#  Lesser General Public License for more details.
+#
+#  You should have received a copy of the GNU Lesser General Public
+#  License along with this library; if not, write to the
+#  Free Software Foundation, Inc.,
+#  51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
+# ####################################################################
+
+from fife import fife
+from scripts.common.helpers import normalize
+from scripts.weapons import Weapon
+
+class Ship(object):
+	def __init__(self, scene, shipName, layer, uniqInMap=True):
+		self._scene = scene
+		self._name = shipName
+		self._layer = layer
+		if uniqInMap:
+			self._instance = self._layer.getInstance(self._name)
+		else:
+			#have to create instance here
+			self._instance = None
+		
+		#velocity as a vector
+		self._velocity = fife.DoublePoint(0,0)
+		self._maxvelocity = 0.025
+		self._timedelta = 0
+		self._weapon = None
+
+	def _getMaxVelocity(self):
+		return self._maxvelocity
+		
+	def _setMaxVelocity(self, maxvel):
+		self._maxvelocity = maxvel
+
+	def _getLocation(self):
+		return self._instance.getLocation()
+		
+	def _setLocation(self, loc):
+		self._instance.setLocation(loc)
+
+	def _getInstance(self):
+		return self._instance
+	
+	def _getVelocity(self):
+		return self._velocity
+	
+	def _setWeapon(self, weapon):
+		self._weapon = weapon
+		
+	def _getWeapon(self, weapon):
+		return self._weapon
+		
+	def applyThrust(self, vector):
+		self._velocity.x += vector.x * (self._timedelta/1000.0)
+		self._velocity.y += vector.y * (self._timedelta/1000.0)
+		
+		if self._velocity.length() > self._maxvelocity:
+			norm = normalize(self._velocity)
+			self._velocity.x = norm.x * self._maxvelocity
+			self._velocity.y = norm.y * self._maxvelocity
+		
+	
+	def applyBrake(self, brakingForce):
+
+		if self._velocity.length() <= .001:
+			self._velocity.x = 0
+			self._velocity.y = 0			
+			return
+		
+		#first normalize to get a unit vector of the direction we are traveling
+		norm = normalize(self._velocity)
+		if norm.length() == 0:
+			self._velocity.x = 0
+			self._velocity.y = 0
+			return
+			
+		#negate to get opposite direction
+		norm.x = norm.x * -1
+		norm.y = norm.y * -1
+		
+		#apply braking deceleration  
+		norm.x *= brakingForce
+		norm.y *= brakingForce
+		
+		self._velocity.x += norm.x * (self._timedelta/1000.0)
+		self._velocity.y += norm.y * (self._timedelta/1000.0)
+		
+	def fire(self, curtime):
+		if self._weapon:
+			return self._weapon.fire(curtime)
+		
+		return None
+	
+	def start(self):
+		pass
+
+	def update(self, timedelta):
+		self._timedelta = timedelta
+		
+		shiploc = self.location
+		exactloc = shiploc.getExactLayerCoordinates()
+		
+		exactloc.x += self._velocity.x
+		exactloc.y += self._velocity.y
+				
+		shiploc.setExactLayerCoordinates(exactloc)
+		self.location = shiploc
+	
+	def stop(self):
+		pass
+		
+	def destroy(self):
+		pass
+		
+	location = property(_getLocation,_setLocation)
+	instance = property(_getInstance)
+	velocity = property(_getVelocity)
+	maxvelocity = property(_getMaxVelocity, _setMaxVelocity)
+	weapon = property(_getWeapon, _setWeapon)
+	
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