view demos/shooter/scripts/world.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 ebbb420a90b9
children 7a79dc2a0592
line wrap: on
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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
import copy
import math, random
from fife.extensions import pychan
from fife.extensions.pychan import widgets

from scripts.common.eventlistenerbase import EventListenerBase
from scripts.common.helpers import normalize
from fife.extensions.loaders import loadMapFile

from scripts.gui.guis import *

from scripts.ships.shipbase import Ship
from scripts.ships.player import Player
from scripts.scene import Scene

class World(EventListenerBase):
	"""
	The world!

	This class handles:
	  setup of map view (cameras ...)
	  loading the map
	  handles mouse/key events which aren't handled by the GUI.
	   ( by inheriting from EventlistenerBase )

	"""
	def __init__(self, app, engine):
		super(World, self).__init__(engine, regMouse=True, regKeys=True)
		self._applictaion = app
		self.engine = engine
		self.timemanager = engine.getTimeManager()
		self.eventmanager = engine.getEventManager()
		self.model = engine.getModel()
		self.filename = ''
		self.keystate = { 'UP': False, 'DOWN': False, 'LEFT': False, 'RIGHT': False, 'CTRL': False, 'SPACE': False, } 
		self.dynamic_widgets = {}
		self.pump_ctr = 0
		self.map = None
		self.scene = None
		self._paused = True
		self._pausedtime = 0
		self._starttime = 0
		
		self._mainmenu = MainMenu(self)
		self.showMainMenu()
		
		self._hudwindow = HeadsUpDisplay(self)
		self._hudwindow.hide()

		self._gameover = GameOverDisplay()
		self._gameover.hide()
		
		self._highscores = HighScores(self)
		self._highscores.hide()
		
		self._winner = WinnerDisplay()
		self._winner.hide()
		
		self._genericrenderer = None
		
		self._gamecomplete = False
		
	def showMainMenu(self):
		if self.scene:
			self._paused = True
			cont = True
		else:
			cont = False
			
		self._mainmenu.show(cont)
		
	def showCredits(self):
		pass
		
	def showHighScores(self):
		self._highscores.show()
		
	def quit(self):
		self.reset()
		self._applictaion.requestQuit()
		
	def reset(self):
		if self.map:
			self.model.deleteMap(self.map)
		self.map = None
		
		self.cameras = {}
		
		if self.scene:
			self.scene.destroyScene()
			self.scene = None
			
		self._gamecomplete = False

	def loadLevel(self, filename):
		"""
		Load a xml map and setup cameras.
		"""
		
		self.resetKeys()
		
		self.filename = filename
		self.reset()
		self.map = loadMapFile(self.filename, self.engine)

		self.scene = Scene(self, self.engine, self.map.getLayer('objects'))
		self.scene.initScene(self.map)

		self.initCameras()

		self._hudwindow.show()
		self._gameover.hide()
		self._winner.hide()
		
		self._starttime = self.timemanager.getTime()
		
		self._genericrenderer = fife.GenericRenderer.getInstance(self.cameras['main'])
		self._genericrenderer.clearActiveLayers()
		self._genericrenderer.addActiveLayer(self.map.getLayer('objects'))
		self._genericrenderer.setEnabled(True)


	def renderBoundingBox(self, obj):
		bbox = copy.copy(obj.boundingbox)
		
		#apply the object layer scale
		bbox.x /= 0.25
		bbox.y /= 0.25
		bbox.w /= 0.25
		bbox.h /= 0.25
	
		obj_topleft = fife.ExactModelCoordinate(bbox.x, bbox.y)
		obj_topright = fife.ExactModelCoordinate(bbox.x + bbox.w, bbox.y)
		obj_bottomright = fife.ExactModelCoordinate(bbox.x + bbox.w, bbox.y + bbox.h)
		obj_bottomleft = fife.ExactModelCoordinate(bbox.x, bbox.y + bbox.h)
		
		loc_topleft = fife.Location()
		loc_topleft.setLayer(self.map.getLayer('boundingbox'))
		loc_topleft.setExactLayerCoordinates(obj_topleft)
		
		loc_topright = fife.Location()
		loc_topright.setLayer(self.map.getLayer('boundingbox'))
		loc_topright.setExactLayerCoordinates(obj_topright)
		
		loc_bottomright = fife.Location()
		loc_bottomright.setLayer(self.map.getLayer('boundingbox'))
		loc_bottomright.setExactLayerCoordinates(obj_bottomright)
		
		loc_bottomleft = fife.Location()
		loc_bottomleft.setLayer(self.map.getLayer('boundingbox'))
		loc_bottomleft.setExactLayerCoordinates(obj_bottomleft)
		
		node_topleft = fife.GenericRendererNode(loc_topleft)
		node_topright = fife.GenericRendererNode(loc_topright)
		node_bottomright = fife.GenericRendererNode(loc_bottomright)
		node_bottomleft = fife.GenericRendererNode(loc_bottomleft)


		self._genericrenderer.addLine("quads", node_topleft, node_topright, 255, 255, 255)
		self._genericrenderer.addLine("quads", node_topright, node_bottomright, 255, 255, 255)
		self._genericrenderer.addLine("quads", node_bottomright, node_bottomleft, 255, 255, 255)
		self._genericrenderer.addLine("quads", node_bottomleft, node_topleft, 255, 255, 255)
		
		#had to do this or it would segfault
		obj_topleft.thisown = 0
		obj_topright.thisown = 0
		obj_bottomright.thisown = 0
		obj_bottomleft.thisown = 0
		loc_topleft.thisown = 0
		loc_topright.thisown = 0
		loc_bottomright.thisown = 0
		loc_bottomleft.thisown = 0				
		node_topleft.thisown = 0
		node_topright.thisown = 0
		node_bottomright.thisown = 0
		node_bottomleft.thisown = 0

	def gameOver(self):
		self._gameover.show()
		self._hudwindow.hide()
		
		self.saveScore()
	
	def endLevel(self):
		self._paused = True
		
		#only one level so the game is over once you complete it.
		self._gamecomplete = True
		self._winner.show()
		self._hudwindow.hide()

	def saveScore(self):
		self._gamecomplete = False
	
		if self._highscores.isHighScore(self.scene.player.score):
			score = self.scene.player.score
			
			dlg = pychan.loadXML('gui/highscoredialog.xml')
			dlg.execute({ 'okay' : "Yay!" })
			name = dlg.findChild(name='name').text
			
			self._highscores.addHighScore(HighScore(name, score))
			self._highscores.show()
		

	def newGame(self):
		self.loadLevel("maps/shooter_map1.xml")
		self._mainmenu.hide()
		self._paused = False
		
	def continueGame(self):
		self._mainmenu.hide()
		self._paused = False
		
	def initCameras(self):
		"""
		Before we can actually see something on screen we have to specify the render setup.
		This is done through Camera objects which offer a viewport on the map.
		"""
		
		for cam in self.map.getCameras():
			if cam.getId() == 'main':
				self.cameras['main'] = cam
				
		self.scene.attachCamera(self.cameras['main'])
		
	def resetKeys(self):
		self.keystate['UP'] = False
		self.keystate['DOWN'] = False
		self.keystate['LEFT'] = False
		self.keystate['RIGHT'] = False
		self.keystate['SPACE'] = False
		self.keystate['CTRL'] = False


	def keyPressed(self, evt):
		keyval = evt.getKey().getValue()
		keystr = evt.getKey().getAsString().lower()
		if keyval == fife.Key.UP:
			self.keystate['UP'] = True
		elif keyval == fife.Key.DOWN:
			self.keystate['DOWN'] = True
		elif keyval == fife.Key.LEFT:
			self.keystate['LEFT'] = True
		elif keyval == fife.Key.RIGHT:
			self.keystate['RIGHT'] = True
		elif keyval == fife.Key.SPACE:
			self.keystate['SPACE'] = True
		elif keyval == fife.Key.P:
			self._paused = not self._paused
			self._pausedtime += self.timemanager.getTime()
		elif keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL):
			self.keystate['CTRL'] = True

	def keyReleased(self, evt):
		keyval = evt.getKey().getValue()
		if keyval == fife.Key.UP:
			self.keystate['UP'] = False
		elif keyval == fife.Key.DOWN:
			self.keystate['DOWN'] = False
		elif keyval == fife.Key.LEFT:
			self.keystate['LEFT'] = False
		elif keyval == fife.Key.RIGHT:
			self.keystate['RIGHT'] = False
		elif keyval == fife.Key.SPACE:
			self.keystate['SPACE'] = False
		elif keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL):
			self.keystate['CTRL'] = False

	def mouseWheelMovedUp(self, evt):
		if self.keystate['CTRL']:
			self.cameras['main'].setZoom(self.cameras['main'].getZoom() * 1.05)

	def mouseWheelMovedDown(self, evt):
		if self.keystate['CTRL']:
			self.cameras['main'].setZoom(self.cameras['main'].getZoom() / 1.05)

	def mousePressed(self, evt):
		if evt.isConsumedByWidgets():
			return

		clickpoint = fife.ScreenPoint(evt.getX(), evt.getY())

	def mouseMoved(self, evt):
		pt = fife.ScreenPoint(evt.getX(), evt.getY())

	def pump(self):
		"""
		Called every frame.
		"""
	
		if self._gamecomplete:
			self.saveScore()
			self.reset()
	
		if self._genericrenderer:
			self._genericrenderer.removeAll("quads")

		
		if not self.scene:
			return
		
		#update the scene
		if not self._paused:
			if self.scene.paused:
				self.scene.unpause(self.timemanager.getTime() - self._starttime)
				
			self.scene.update(self.timemanager.getTime() - self._starttime, self.keystate)
		
		
			#update the HUD
			avgframe = self.timemanager.getAverageFrameTime()
			if avgframe > 0:
				fps = 1 / (avgframe / 1000)
			else:
				fps = 0
			fpstxt = "%3.2f" % fps
			self._hudwindow.setFPSText(unicode(fpstxt))
		
			player = self.scene.player
			exactcoords = player.location.getExactLayerCoordinates()
			pos = "%1.2f" % exactcoords.x + ", %1.2f" % exactcoords.y
			self._hudwindow.setPositionText(unicode(pos))
		
			vel = "%1.2f" % player.velocity.x + ", %1.2f" % player.velocity.y
			self._hudwindow.setVelocityText(unicode(vel))
		
			score = unicode(str(player.score))
			self._hudwindow.setScoreText(score)
			
			ilives = player.lives
			if ilives < 0:
				ilives = 0
			lives = unicode(str(ilives))
			self._hudwindow.setLivesText(lives)
			
		else:
			if not self.scene.paused:
				self.scene.pause(self.timemanager.getTime() - self._starttime)
		
		
		self.pump_ctr += 1