Mercurial > fife-parpg
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 |
line wrap: on
line source
# -*- 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)