Mercurial > fife-parpg
view demos/shooter/scripts/weapons.py @ 693:5e010218273d
This commit is to back port a fix from 0.3.3 dev branch to the trunk. The directory provider will now use the boost::filesystem::is_directory function to determine if the passed in source is a directory. This allows a python client (through VFS::addNewSource) to add a directory source that is either an absolute path or a relative path from where the application is launched. [t:544]
author | vtchill@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 08 Jun 2011 04:34:50 +0000 |
parents | 291ba2946c73 |
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# -*- coding: utf-8 -*- # #################################################################### # Copyright (C) 2005-2010 by the FIFE team # http://www.fifengine.net # 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.common.baseobject import * class Projectile(SpaceObject): """ Represents a projectile (or bullet or fireball) in the scene. This is the entity that weapons fire. Projectiles have an owner and a time to live. They are also what cause damage to ships and other entities. """ def __init__(self, scene, owner, projectileName, timeToLive): """ @param scene: The scene @type scene: L{Scene} @param owner: The ship that fired the projectile @type owner: L{Ship} @param projectileName: The name of the FIFE object to load @type projectilName: C{string} @param timeToLive: The length of time in milliseconds the projectile will remain active before destroying itself. @type timeToLive: C{int} """ super(Projectile, self).__init__(scene, projectileName, False) self._obj = self._model.getObject(self._name, "http://www.fifengine.de/xml/tutorial") self._type = SHTR_PROJECTILE self._ttl = timeToLive self._starttime = 0 self._totaltime = 0 self._owner = owner self.width = 0.025 self.height = 0.025 self._damage = 1 def create(self, location): """ Spawns the projectile. @param location: The location to create the projectile @type location: L{fife.Location} @note: This is called by L{Projectile.run} """ self._instance = self._layer.createInstance(self._obj, location.getExactLayerCoordinates(), "bullet") fife.InstanceVisual.create(self._instance) self._instance.thisown = 0 def run(self, velocity, location): """ Start the projectile on it's path. @param velocity: The starting velocity of the projectile @type velocity: L{fife.DoublePoint} @param location: The location to create the projectile @type location: L{fife.Location} """ if not self._running: self._velocity = velocity self._velocity.x /= self._xscale self._velocity.y /= self._yscale self.create(location) self._running = True self._starttime = self._scene.time def _getTTL(self): return self._ttl def _getOwner(self): return self._owner def update(self): self._totaltime += self._scene.timedelta if self._running and self._totaltime < self._ttl: super(Projectile, self).update() else: self.destroy() def _getDamage(self): return self._damage def _setDamage(self, dam): self._damage = dam ttl = property(_getTTL) owner = property(_getOwner) damage = property(_getDamage, _setDamage) class Weapon(object): """ Weapon This class is a super class and is meant to be inherited and not used directly. You should implement fire() in the sub- class. The Weapon class spawns Projectile(s) and fires them in the specified direction at a specified fire rate. """ def __init__(self, scene, ship, firerate): self._scene = scene self._model = self._scene.model self._layer = self._scene.objectlayer self._ship = ship self._firerate = firerate self._lastfired = 0 self._projectileVelocity = 0.75 self._soundclip = None def fire(self, direction): """ Fires the weapon in the specified direction. @param direction: A normalized vector specifying the direction to fire the projectile @type direction: L{fife.DoublePoint} """ pass def _getProjectileVelocity(self): return self._projectileVelocity def _setProjectileVelocity(self, vel): self._projectileVelocity = vel def _getLastFired(self): return self._lastfired def _setLastFired(self, time): self._lastfired = time projectilevelocity = property(_getProjectileVelocity, _setProjectileVelocity) lastfired = property(_getLastFired, _setLastFired) class Cannon(Weapon): def __init__(self, scene, ship, firerate): super(Cannon, self).__init__(scene, ship, firerate) self._projectileVelocity = 0.75 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/cannon.ogg") def fire(self, direction): velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity if (self._scene.time - self._lastfired) > self._firerate: pjctl = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl.run(velocity, self._ship.location) self._lastfired = self._scene.time self._scene.addObjectToScene(pjctl) if self._soundclip: location = self._ship.location.getExactLayerCoordinates() self._soundclip.position = (location.x, location.y) self._soundclip.play() class FireBall(Weapon): def __init__(self, scene, ship, firerate): super(FireBall, self).__init__(scene, ship, firerate) self._projectileVelocity = 0.50 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/fireball.ogg") def fire(self, direction): velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity if (self._scene.time - self._lastfired) > self._firerate: pjctl = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl.run(velocity, self._ship.location) self._lastfired = self._scene.time self._scene.addObjectToScene(pjctl) if self._soundclip: self._soundclip.play() class FireBallBurst(Weapon): def __init__(self, scene, ship, firerate, burstrate, burstnumber): super(FireBallBurst, self).__init__(scene, ship, firerate) self._projectileVelocity = 0.50 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/fireball.ogg") self._burstrate = burstrate self._burstnumber = int(burstnumber) self._burstcount = int(burstnumber) self._lastburstfired = 0 def fire(self, direction): velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity if (self._scene.time - self._lastfired) > self._firerate: if (self._scene.time - self._lastburstfired) > self._burstrate and self._burstcount > 0: pjctl = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl.run(velocity, self._ship.location) self._scene.addObjectToScene(pjctl) if self._soundclip: self._soundclip.play() self._lastburstfired = self._scene.time self._burstcount -= 1 if self._burstcount <= 0: self._lastfired = self._scene.time self._burstcount = int(self._burstnumber) self._lastburstfired = 0 class FireBallSpread(Weapon): def __init__(self, scene, ship, firerate): super(FireBallSpread, self).__init__(scene, ship, firerate) self._projectileVelocity = 0.50 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/fireball.ogg") def fire(self, direction): if (self._scene.time - self._lastfired) > self._firerate: velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity origin = fife.DoublePoint(0,0) p1 = fife.DoublePoint(velocity) p2 = fife.DoublePoint(velocity) p3 = fife.DoublePoint(velocity) p4 = fife.DoublePoint(velocity) p5 = fife.DoublePoint(velocity) p6 = fife.DoublePoint(velocity) p7 = fife.DoublePoint(velocity) p1.rotate(origin, -30) p2.rotate(origin, -20) p3.rotate(origin, -10) p4.rotate(origin, 0) p5.rotate(origin, 10) p6.rotate(origin, 20) p7.rotate(origin, 30) pjctl1 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl1.run(p1, self._ship.location) self._scene.addObjectToScene(pjctl1) pjctl2 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl2.run(p2, self._ship.location) self._scene.addObjectToScene(pjctl2) pjctl3 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl3.run(p3, self._ship.location) self._scene.addObjectToScene(pjctl3) pjctl4 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl4.run(p4, self._ship.location) self._scene.addObjectToScene(pjctl4) pjctl5 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl5.run(p5, self._ship.location) self._scene.addObjectToScene(pjctl5) pjctl6 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl6.run(p6, self._ship.location) self._scene.addObjectToScene(pjctl6) pjctl7 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl7.run(p7, self._ship.location) self._scene.addObjectToScene(pjctl7) if self._soundclip: self._soundclip.play() self._lastfired = self._scene.time class CannonSpread5(Weapon): def __init__(self, scene, ship, firerate): super(CannonSpread5, self).__init__(scene, ship, firerate) self._projectileVelocity = 1 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/cannon.ogg") def fire(self, direction): if (self._scene.time - self._lastfired) > self._firerate: velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity origin = fife.DoublePoint(0,0) p2 = fife.DoublePoint(velocity) p3 = fife.DoublePoint(velocity) p4 = fife.DoublePoint(velocity) p5 = fife.DoublePoint(velocity) p6 = fife.DoublePoint(velocity) p2.rotate(origin, -10) p3.rotate(origin, -5) p4.rotate(origin, 0) p5.rotate(origin, 5) p6.rotate(origin, 10) pjctl2 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl2.run(p2, self._ship.location) self._scene.addObjectToScene(pjctl2) pjctl3 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl3.run(p3, self._ship.location) self._scene.addObjectToScene(pjctl3) pjctl4 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl4.run(p4, self._ship.location) self._scene.addObjectToScene(pjctl4) pjctl5 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl5.run(p5, self._ship.location) self._scene.addObjectToScene(pjctl5) pjctl6 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl6.run(p6, self._ship.location) self._scene.addObjectToScene(pjctl6) if self._soundclip: self._soundclip.play() self._lastfired = self._scene.time