Mercurial > fife-parpg
view demos/shooter/scripts/weapons.py @ 449:1cf56403347a
Added object bounding boxes.
Collision detection now works.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 01 Apr 2010 18:44:01 +0000 |
parents | 5e2ec84902a7 |
children | f463ab431cc0 |
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# -*- 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.ships.shipbase import SpaceObject class Projectile(SpaceObject): def __init__(self, model, projectileName, layer, timeToLive): super(Projectile, self).__init__(model, projectileName, layer, False) self._name = projectileName self._layer = layer self._obj = self._model.getObject(self._name, "http://www.fifengine.de/xml/tutorial") self._ttl = timeToLive self._starttime = 0 self._totaltime = 0 def create(self, location): self._instance = self._layer.createInstance(self._obj, location.getExactLayerCoordinates(), "bullet") fife.InstanceVisual.create(self._instance) def run(self, velocity, location, time): if not self._running: self._velocity = velocity self._velocity.x /= self._xscale self._velocity.y /= self._yscale self.create(location) self._running = True self._starttime = time def destroy(self): if self._running and self._instance: self._layer.deleteInstance(self._instance) self._running = False def _getTTL(self): return self._ttl def update(self, timedelta): self._totaltime += timedelta if self._running and (self._totaltime - self._starttime) < self._ttl: super(Projectile, self).update(timedelta) else: self.destroy() ttl = property(_getTTL) class Weapon(object): def __init__(self, model, layer, ship, firerate): self._model = model self._layer = layer self._ship = ship self._firerate = firerate self._lastfired = 0 self._projectileVelocity = fife.DoublePoint(0.075,0) def fire(self, curtime): if (curtime - self._lastfired) > self._firerate: pjctl = Projectile(self._model, "bullet1", self._layer, 2000 ) pjctl.width = 0.05 pjctl.height = 0.05 pjctl.run(fife.DoublePoint(self._projectileVelocity.x,self._projectileVelocity.y), self._ship.location, curtime) self._lastfired = curtime return pjctl return None