Mercurial > fife-parpg
view demos/shooter/scripts/common/baseobject.py @ 477:6b33d80b468b
Projectiles are now part of the scene.
Cleaned up the scene update() function.
Moved garbage collection to the beginning of the frame.
Introduced global object types.
Projectiles now only check for collisions in a limited number of scene nodes rather than the entire screen.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 22 Apr 2010 19:52:34 +0000 |
parents | 78a1eb57c074 |
children | ab28994820dd |
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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.common.helpers import normalize from scripts.common.helpers import Rect SHTR_DEFAULT = 0 SHTR_PLAYER = 1 SHTR_LASTBOSS = 2 SHTR_PROJECTILE = 3 SHTR_ENEMYSHIP = 4 class SpaceObject(object): def __init__(self, scene, name, findInstance=True): self._scene = scene self._model = self._scene.model self._layer = self._scene.objectlayer self._name = name self._xscale = self._layer.getCellGrid().getXScale() self._yscale = self._layer.getCellGrid().getYScale() self._velocity = fife.DoublePoint(0,0) self._maxvelocity = 1.25 self._boundingBox = Rect(0,0,0,0) self._running = False self._changedPosition = False self._scenenodeid = -1 self._type = SHTR_DEFAULT if findInstance: self._instance = self._layer.getInstance(self._name) self._instance.thisown = 0 else: self._instnace = None def start(self): if self._instance: self._running = True def update(self): if self._running: shiploc = self.location exactloc = shiploc.getExactLayerCoordinates() exactloc.x += self._velocity.x * (self._scene.timedelta/1000.0)/self._xscale exactloc.y += self._velocity.y * (self._scene.timedelta/1000.0)/self._yscale self._boundingBox.x = (exactloc.x * self._xscale - self._boundingBox.w/2) self._boundingBox.y = (exactloc.y * self._yscale - self._boundingBox.h/2) shiploc.setExactLayerCoordinates(exactloc) if shiploc == self.location: self._changePosition = False else: self._changedPosition = True self.location = shiploc def stop(self): self._running = False def destroy(self): self._running = False def applyThrust(self, vector): self._velocity.x += (vector.x * (self._scene.timedelta/1000.0))/self._xscale self._velocity.y += (vector.y * (self._scene.timedelta/1000.0))/self._yscale if self._velocity.length() > self._maxvelocity: norm = normalize(self._velocity) self._velocity.x = norm.x * self._maxvelocity self._velocity.y = norm.y * self._maxvelocity def applyBrake(self, brakingForce): if self._velocity.length() <= .01: self._velocity.x = 0 self._velocity.y = 0 return #first normalize to get a unit vector of the direction we are traveling norm = normalize(self._velocity) if norm.length() == 0: self._velocity.x = 0 self._velocity.y = 0 return #negate to get opposite direction norm.x = norm.x * -1 norm.y = norm.y * -1 #apply braking deceleration norm.x *= brakingForce norm.y *= brakingForce self._velocity.x += (norm.x * (self._scene.timedelta/1000.0))/self._xscale self._velocity.y += (norm.y * (self._scene.timedelta/1000.0))/self._yscale def removeFromScene(self): self._scene.queueObjectForRemoval(self) def _isRunning(self): return self._running def _getMaxVelocity(self): return self._maxvelocity def _setMaxVelocity(self, maxvel): self._maxvelocity = maxvel/sqrt(self._xscale * self._yscale) def _getLocation(self): return self._instance.getLocation() def _setLocation(self, loc): self._instance.setLocation(loc) def _getInstance(self): return self._instance def _setInstance(self, instance): self._instance = instance def _getVelocity(self): return self._velocity def _setVelocity(self, velocity): self._velocity = velocity def _getBoundingBox(self): return self._boundingBox def _getW(self): return self._boundingBox.w def _getH(self): return self._boundingBox.h def _setW(self, w): self._boundingBox.w = w def _setH(self, h): self._boundingBox.h = h def _changedPosition(self): return self._changedPosition def _getNodeId(self): return self._scenenodeid def _setNodeId(self, id): self._scenenodeid = id def _getType(self): return self._type def _setType(self, objtype): self._type = objtype type = property(_getType, _setType) width = property(_getW, _setW) height = property(_getH, _setH) boundingbox = property(_getBoundingBox) location = property(_getLocation,_setLocation) instance = property(_getInstance, _setInstance) velocity = property(_getVelocity, _setVelocity) maxvelocity = property(_getMaxVelocity, _setMaxVelocity) running = property(_isRunning) changedposition = property(_changedPosition) scenenodeid = property(_getNodeId, _setNodeId)