Mercurial > fife-parpg
view demos/shooter/scripts/ships/player.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 | 597b066d5ccb |
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.common.helpers import Rect from scripts.weapons import * class Player(Ship): def __init__(self, scene, playerName): super(Player, self).__init__(scene, playerName) self._score = 0 self._maxvelocity = 1.5 #give player the default weapon (the cannon) self.weapon = Cannon(self._scene, self, 200) self._lives = 3 self._invulnerable = False def init(self): self._lives = 3 def _getScore(self): return self._score def applyScore(self, sc): self._score += sc def destroy(self): if not self._flashing: self._lives -= 1 if self._lives < 0: self._lives = -1 def setInvulnerable(self, seconds): self.flash(20, 20*seconds) self._invulnerable = True def update(self): key = False #player is no longer invulnerable if not self._flashing and self._invulnerable: self._invulnerable = False oldpos = self.location if self._scene.keystate['UP']: self.applyThrust(fife.DoublePoint(0,-1.5)) key = True if self._scene.keystate['DOWN']: self.applyThrust(fife.DoublePoint(0,1.5)) key = True if self._scene.keystate['LEFT']: self.applyThrust(fife.DoublePoint(-1.5,0)) key = True if self._scene.keystate['RIGHT']: self.applyThrust(fife.DoublePoint(1.5,0)) key = True #fire the currently selected gun if self._scene.keystate['SPACE']: self.fire(fife.DoublePoint(1,0)) if not key and self._velocity.length() > 0: self.applyBrake(1.5) super(Player, self).update() #set up the players camera bounds #TODO: grab screen resolution from somewhere topleft = self._scene.camera.toMapCoordinates(fife.ScreenPoint(0,0)) bottomright = self._scene.camera.toMapCoordinates(fife.ScreenPoint(1024,768)) camrect = Rect(topleft.x, topleft.y, bottomright.x - topleft.x, bottomright.y - topleft.y) #add the padding to the edge camrect.x += self._boundingBox.w camrect.y += self._boundingBox.h camrect.w -= 2*self._boundingBox.w camrect.h -= 2*self._boundingBox.h if not self._boundingBox.intersects(camrect): if (self._boundingBox.x + self._boundingBox.w) < camrect.x: #pos.x = (bbox.x + bbox.w/2 + 0.1) / xscale #oldpos.setExactLayerCoordinates(pos) self._velocity.x = (self._scene.timedelta * 0.01) / self._xscale # elif (bbox.y + bbox.h) < camrect.y or (bbox.y - bbox.h) > camrect.y: # pos.x += self._velocity.x * (timedelta/1000.0) # oldpos.setExactLayerCoordinates(pos) # self._velocity.y = 0 else: self._velocity.x = 0 self._velocity.y = 0 self.location = oldpos def _getLives(self): return self._lives def _getInvulnerable(self): return self._invulnerable score = property(_getScore) lives = property(_getLives) invulnerable = property(_getInvulnerable)