view demos/shooter/scripts/ships/shipbase.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 7a79dc2a0592
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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 math import sqrt

from fife import fife
from scripts.common.baseobject import SpaceObject
from scripts.weapons import Weapon


class ShipActionListener(fife.InstanceActionListener):
	def __init__(self, ship):
		fife.InstanceActionListener.__init__(self)

		self._ship = ship
		self._ship.instance.addActionListener(self)

	def onInstanceActionFinished(self, instance, action):
		pass

class Ship(SpaceObject):
	def __init__(self, scene, name, findInstance=True):
		super(Ship, self).__init__(scene, name, findInstance)
		
		self._weapon = None

		self._flashnumber = 0
		self._flashing = False
		
		self._isplayer = False
		
		self._hitpoints = 0
		self._scorevalue = 0
	
	def _setWeapon(self, weapon):
		self._weapon = weapon
		
	def _getWeapon(self):
		return self._weapon
	
	def flash(self, number):
		self._instance.act('flash', self._instance.getFacingLocation())
		self._flashnumber = number
		self._flashing = True	
	
	def fire(self, direction):
		if self._weapon:
			return self._weapon.fire(direction)
		
		return None
		
	def applyHit(self, hp):
		self._hitpoints -= hp
		if self._hitpoints <= 0:
			self.destroy()
		
	def destroy(self):
		if self._running:
			self._instance.act('explode', self._instance.getFacingLocation())
			super(Ship, self).destroy()
	
	def _isPlayer(self):
		return self._isplayer
	
	
	def _getHitPoints(self):
		return self._hitpoints
		
	def _setHitPoints(self, hp):
		self._hitpoints = hp
		
	def _getScoreValue(self):
		return self._scorevalue
	
	def _setScoreValue(self, value):
		self._scorevalue = value
	
	isplayer = property(_isPlayer)
	weapon = property(_getWeapon, _setWeapon)
	hitpoints = property(_getHitPoints, _setHitPoints)
	scorevalue = property(_getScoreValue, _setScoreValue)