Mercurial > fife-parpg
view demos/shooter/scripts/scene.py @ 459:302a69c5141d
Player death is now handled a bit nicer.
Added invulnerability.
Added 3 more enemy types.
Fixed a bug in the collision detection routine that caused some objects not to be updated when a collision is detected.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 09 Apr 2010 17:35:52 +0000 |
parents | e77ebf128a74 |
children | 5e1d6e40d19d |
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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 Ship from scripts.ships.player import Player from scripts.ships.enemies import * from scripts.common.helpers import Rect class SceneNode(object): def __init__(self, spaceobjects = None): if not spaceobjects: self._spaceobjects = list() else: self._spaceobjects = spaceobjects def _getObjects(self): return self._spaceobjects def _setObjects(self, spaceobjects): self._spaceobjects = spaceobjects spaceobjects = property(_getObjects, _setObjects) class Scene(object): def __init__(self, world, engine, objectLayer): self._engine = engine self._world = world self._model = engine.getModel() self._layer = objectLayer self._nodes = list() self._player = None self._projectiles = list() self._maxnodes = 128 self._xscale = 0 self._time = 0 self._timedelta = 0 self._lasttime = 0 self._xscale = self._layer.getCellGrid().getXScale() self._yscale = self._layer.getCellGrid().getYScale() self._paused = False self._timemod = 0 self._gameover = False def initScene(self, mapobj): #initialize our scene array to some arbitrary size for i in range(0,self._maxnodes): self._nodes.append(SceneNode()) self._player = Player(self, 'player') self._player.width = 0.075 self._player.height = 0.075 self._player.init() self._player.start() enemies = list() temp = self._layer.getInstances('dodge1') enemies.extend(temp) temp = self._layer.getInstances('dodge2') enemies.extend(temp) temp = self._layer.getInstances("diag_top_right") enemies.extend(temp) temp = self._layer.getInstances("diag_bottom_right") enemies.extend(temp) temp = self._layer.getInstances("streaker") enemies.extend(temp) for instance in enemies: objectName = instance.getId() print objectName if objectName == "dodge1": enemy = Saucer1(self, 'enemy', False) elif objectName == "dodge2": enemy = Saucer2(self, 'enemy', False) elif objectName == "diag_top_right": enemy = DiagSaucer(self, 'enemy', 0, False) elif objectName == "diag_bottom_right": enemy = DiagSaucer(self, 'enemy', 1, False) elif objectName == "streaker": enemy = Streaker(self, 'enemy', False) else: enemy = Ship(self, 'enemy', False) enemy.instance = instance enemy.start() loc = instance.getLocation().getExactLayerCoordinates() nodeindex = int(loc.x * self._xscale) enemy.scenenodeid = nodeindex self._nodes[nodeindex].spaceobjects.append(enemy) #and finally add the player to the scene self.addObjectToScene(self._player) def pause(self, time): self._pausedtime = time self._paused = True def unpause(self, time): self._timemod += time - self._pausedtime self._paused = False def playerHit(self): self._player.destroy() if self._player.lives <= -1: self._gameover = True self._world.gameOver() self.removeAllProjectiles() return self._player.setInvulnerable(2) def removeAllProjectiles(self): projtodelete = list() for p in self._projectiles: p.destroy() projtodelete.append(p) for p in projtodelete: self._projectiles.remove(p) def getObjectsInNode(self, nodeindex): return self._nodes[nodeindex].instances def getObjectsInRange(self, rangeL, rangeR): objects = list() for i in range(rangeL, rangeR): objects.extend(self._nodes[i].spaceobjects) return objects def addObjectToScene(self, obj): #TODO: search to ensure the object isn't already part of the scene loc = obj.instance.getLocation().getExactLayerCoordinates() nodeindex = int(loc.x * self._xscale) self._nodes[nodeindex].spaceobjects.append(obj) obj.scenenodeid = nodeindex def addProjectileToScene(self, projectile): self._projectiles.append(projectile) def moveObjectInScene(self, obj): loc = obj.instance.getLocation().getExactLayerCoordinates() nodeindex = int(loc.x * self._xscale) if nodeindex != obj.scenenodeid: self._nodes[obj.scenenodeid].spaceobjects.remove(obj) self._nodes[nodeindex].spaceobjects.append(obj) obj.scenenodeid = nodeindex def removeObjectFromScene(self, obj): for node in self._nodes: if obj in node.spaceobjects: node.spaceobjects.remove(obj) return def attachCamera(self, cam): self._camera = cam self._camera.setLocation(self._player.location) def update(self, time, keystate): timedelta = (time - self._timemod) - self._time self._timedelta = timedelta self._time = time - self._timemod self._keystate = keystate #update camera location loc = self._camera.getLocation() exactloc = self._camera.getLocation().getExactLayerCoordinates() #slowly move to the right exactloc.x += timedelta * 0.001 loc.setExactLayerCoordinates(exactloc) self._camera.setLocation(loc) topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) #which scene nodes to use to update objects leftnode = int(topleft.x) rightnode = int(bottomright.x) + 1 #get a list of objects on the screen if leftnode < 0: leftnode = 0 if rightnode > self._maxnodes: rightnode = self._maxnodes screenlist = self.getObjectsInRange(leftnode, rightnode) #update objects on the screen for obj in screenlist: if not (obj == self._player and self._gameover): obj.update() if obj.changedposition: self.moveObjectInScene(obj) if obj != self._player: #TODO: enemy should fire weapon in their update function obj.fire(fife.DoublePoint(-1,0)) if obj.boundingbox.intersects(self._player.boundingbox): #player touched an enemy. Destroy player and #re-initialize scene if not self._player.invulnerable: self.playerHit() #update the list of projectiles projtodelete = list() for p in self._projectiles: p.update() #check to see if the projectile hit any object on the screen for o in screenlist: #cant get hit by your own bullet if p.owner != o: if p.boundingbox.intersects(o.boundingbox): if o != self._player: self._player.applyScore(100) p.destroy() o.destroy() #TODO: the destroy functions should spawn an explosion #and also destroy the instance and remove itself from the scene self.removeObjectFromScene(o) else: #player got hit by a projectile if not self._player.invulnerable: p.destroy() self.playerHit() #build a list of projectiles to remove (ttl expired) if not p.running: projtodelete.append(p) #remove any expired projectiles for p in projtodelete: self._projectiles.remove(p) def _getPlayer(self): return self._player def _getKeyState(self): return self._keystate def _getCamera(self): return self._camera def _getObjectLayer(self): return self._layer def _getModel(self): return self._model def _getTime(self): return self._time def _getTimeDelta(self): return self._timedelta def _getPaused(self): return self._paused player = property(_getPlayer) keystate = property(_getKeyState) camera = property(_getCamera) objectlayer = property(_getObjectLayer) model = property(_getModel) time = property(_getTime) timedelta = property(_getTimeDelta) paused = property(_getPaused)