view demos/shooter/scripts/ships/player.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
date Thu, 22 Apr 2010 19:52:34 +0000
parents afde89c1d50b
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.baseobject import *
from scripts.ships.shipbase import *
from scripts.common.helpers import *
from scripts.weapons import *


class PlayerActionListener(ShipActionListener):
	def __init__(self, ship):
		super(PlayerActionListener, self).__init__(ship)

	def onInstanceActionFinished(self, instance, action):
		super(PlayerActionListener, self).onInstanceActionFinished(instance, action)
		
		if action.getId() == 'explode':
			self._ship.respawn()

		
		
class Player(Ship):
	def __init__(self, scene, playerName):
		super(Player, self).__init__(scene, playerName)

		self._type = SHTR_PLAYER

		self._score = 0
		self._maxvelocity = 1.5
		self._acceleration = 1.0
		
		self.width = 0.22
		self.height = 0.12		
		
		self._actionlistener = PlayerActionListener(self)

		self._lives = 3		
		self.init()
		
	def init(self):
		self._hitpoints = 2
		self._dead = False
		self._invulnerable = False

		#give player the default weapon (the cannon)
		self.weapon = Cannon(self._scene, self, 200)

	
	def _getScore(self):
		return self._score
		
	def respawn(self):
		if self._lives >= 0:
			self.init()
			self.setInvulnerable(1000)

			campos = self._scene.camera.getLocation().getExactLayerCoordinates()
			location = self.location
			playerpos = location.getExactLayerCoordinates()
			
			playerpos.x = campos.x - 6.5
			playerpos.y = campos.y
			location.setExactLayerCoordinates(playerpos)
			self.location = location
		
		else:
			self._instance.get2dGfxVisual().setVisible(False)
			self._scene.gameOver()
		
	def setInvulnerable(self, milliseconds):
		#50 is defined in the players "flash" animation file
		#2 is the number of frames in the animation
		#TODO: read these values somehow from the animation
		number = (milliseconds / 50) / 2
		
		self._invulnerable = True
		self.flash(number)
		
	def applyScore(self, sc):
		self._score += sc
		
	def applyHit(self, hp):
		if not self._invulnerable and not self._dead:
			super(Player, self).applyHit(hp)
			if not self._dead:
				self.flash(1)
		
	def destroy(self):
		if not self._invulnerable and not self._dead:
			self._instance.act('explode', self._instance.getFacingLocation())
			self._dead = True
			self._invulnerable = True
			self._lives -= 1		

	def fire(self, direction):
		return self._weapon.fire(direction)

	def update(self):
	
		NSkey = False
		EWkey = False
		
		#player is no longer invulnerable
		if not self._flashing and self._invulnerable and not self._dead:
			self._invulnerable = False

		oldpos = self.location
		
		if not self._dead:
			if self._scene.keystate['UP']:
				self.applyThrust(fife.DoublePoint(0,-1*self._acceleration))
				NSkey = True
			if self._scene.keystate['DOWN']:
				self.applyThrust(fife.DoublePoint(0,self._acceleration))
				NSkey = True
			if self._scene.keystate['LEFT']:
				self.applyThrust(fife.DoublePoint(-1*self._acceleration,0))
				EWkey = True
			if self._scene.keystate['RIGHT']:
				self.applyThrust(fife.DoublePoint(self._acceleration,0))
				EWkey = True
		
			if NSkey and not EWkey:
				if self._velocity.x != 0:
					vel = self._acceleration * cmp(self._velocity.x, 0) * -1
					self.applyThrust(fife.DoublePoint(vel, 0))
			elif EWkey and not NSkey:
				if self._velocity.y != 0:
					vel = self._acceleration * cmp(self._velocity.y, 0) * -1
					self.applyThrust(fife.DoublePoint(0, vel))
			elif not NSkey and not EWkey:
				self.applyBrake(self._acceleration)
		
			#fire the currently selected gun
			if self._scene.keystate['SPACE']:
				self.fire(fife.DoublePoint(1,0))
			
		if self._dead and self._velocity.length() > 0:
			self.applyBrake(self._acceleration)
		
		super(Player, self).update()
		
		#set up the players camera bounds
		#TODO: grab screen resolution from somewhere
		topleft = self._scene.camera.toMapCoordinates(fife.ScreenPoint(0,0))
		bottomright = self._scene.camera.toMapCoordinates(fife.ScreenPoint(1024,768))

		camrect = Rect(topleft.x, topleft.y, bottomright.x - topleft.x, bottomright.y - topleft.y)
	
		#add the padding to the edge
		camrect.x += self._boundingBox.w
		camrect.y += self._boundingBox.h
		camrect.w -= 2*self._boundingBox.w
		camrect.h -= 2*self._boundingBox.h
		
		pos = oldpos.getExactLayerCoordinates()
		
		if not self._boundingBox.intersects(camrect):
			if (self._boundingBox.x + self._boundingBox.w) < camrect.x:
				self._velocity.x = 0
				pos.x += (camrect.x - (self._boundingBox.x + self._boundingBox.w))/self._xscale + 0.03
				pos.y += self._velocity.y * (self._scene.timedelta/1000.0)/self._yscale
				oldpos.setExactLayerCoordinates(pos)
			
#			elif (bbox.y + bbox.h) < camrect.y or (bbox.y - bbox.h) > camrect.y:
#				pos.x += self._velocity.x * (timedelta/1000.0)
#				oldpos.setExactLayerCoordinates(pos)
#				self._velocity.y = 0
			elif (self._boundingBox.y + self._boundingBox.h) < camrect.y or self._boundingBox.y > (camrect.y + camrect.h):
				pos.x += self._velocity.x * (self._scene.timedelta/1000.0)/self._xscale
				self._velocity.y = 0
				oldpos.setExactLayerCoordinates(pos)
			else:
				self._velocity.x = 0
				self._velocity.y = 0

			self.location = oldpos

	def _getLives(self):
		return self._lives
		
	def _getInvulnerable(self):
		return self._invulnerable

	def _setInvulnerable(self, inv):
		self._invulnerable = inv

	score = property(_getScore)
	lives = property(_getLives)
	invulnerable = property(_getInvulnerable, _setInvulnerable)