view demos/shooter/scripts/scene.py @ 469:5994e61cdebd

Added a widget to be displayed after the player completes the game. Renamed the showHighScoreDialog function to saveScore. Player can no longer collide with the boss causing the boss to be destroyed. The player now gets destroyed and the boss takes no damage.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Wed, 14 Apr 2010 17:42:24 +0000
parents 4d0aa75a82f1
children 3b04e921c93d
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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
		
		self._boss = None

	def destroyScene(self):
		nodestodelete = list()
		objtodelete = list()
	
		for node in self._nodes:
			nodestodelete.append(node)
			for obj in node.spaceobjects:
				objtodelete.append(node)
			
			for obj in objtodelete:
				if obj in node.spaceobjects:
					node.spaceobjects.remove(obj)
				
			objtodelete = list()
					
		for node in nodestodelete:
			if node in self._nodes:
				self._nodes.remove(node)
			
		self.removeAllProjectiles()

	def initScene(self, mapobj):
		#initialize our scene array to some arbitrary size
		for i in range(0,self._maxnodes):
			self._nodes.append(SceneNode())

		self._boss = None

		self._player = Player(self, 'player')
		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)

		temp = self._layer.getInstances("boss")
		enemies.extend(temp)

		for instance in enemies:
			objectName = instance.getId()
			print objectName
			
			if objectName == "dodge1":
				enemy = Saucer1(self, 'enemy', instance, False)
			elif objectName == "dodge2":
				enemy = Saucer2(self, 'enemy', instance, False)
			elif objectName == "diag_top_right":
				enemy = DiagSaucer(self, 'enemy', 0, instance, False)
			elif objectName == "diag_bottom_right":
				enemy = DiagSaucer(self, 'enemy', 1, instance, False)
			elif objectName == "streaker":
				enemy = Streaker(self, 'enemy', instance, False)
			elif objectName == "boss":
				enemy = Boss(self, 'enemy', instance, False)
				self._boss = enemy
			else:
				enemy = Ship(self, 'enemy', instance, False)
				
			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)
		
		self.startCamera()
		
	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 endLevel(self):
		self._world.endLevel()
		
	def removeAllProjectiles(self):
		projtodelete = list()
		for p in self._projectiles:
			p.destroy()
			projtodelete.append(p)
			
		for p in projtodelete:
			if p in self._projectiles:
				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 stopCamera(self):
		self._cameraspeed = 0
		
	def startCamera(self):
		self._cameraspeed = 0.001
	
	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 * self._cameraspeed
		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 obj == self._boss:
				if bottomright.x > ((self._boss.location.getExactLayerCoordinates().x * self._xscale) + 0.5):
					self.stopCamera()

			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
				if obj.running:
					obj.fire(fife.DoublePoint(-1,0))
			
				if obj.running and obj.boundingbox.intersects(self._player.boundingbox):
					#player touched an enemy.  Destroy player and 
					#re-initialize scene
					if not self._player.invulnerable:
						self.playerHit()
						if obj != self._boss:
							obj.destroy()
						
#			self._world.renderBoundingBox(obj)
					
		
		
		#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 o.running and p.boundingbox.intersects(o.boundingbox):
						if o != self._player and p.owner.isplayer:
							o.applyHit(p.damage)
							#check if enemy ship was destroyed
							if not o.running:
								self._player.applyScore(o.scorevalue)
							p.destroy()
						elif o == self._player:
							#player got hit by a projectile
							if not self._player.invulnerable:
								p.destroy()
								self.playerHit()
			
#			self._world.renderBoundingBox(p)
							
			
			#build a list of projectiles to remove (ttl expired)
			if not p.running:
				projtodelete.append(p)

		#remove any expired projectiles 
		for p in projtodelete:
			if p in self._projectiles:
				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)