Mercurial > fife-parpg
view demos/shooter/scripts/ships/shipbase.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 | 10aff123c62c |
children | 82d44c471959 |
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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 math import sqrt from fife import fife from scripts.common.baseobject import * from scripts.weapons import Weapon class ShipActionListener(fife.InstanceActionListener): def __init__(self, ship): fife.InstanceActionListener.__init__(self) self._ship = ship self._ship.instance.addActionListener(self) def onInstanceActionFinished(self, instance, action): if action.getId() == 'flash': if self._ship._flashing and self._ship._flashnumber > 0: self._ship.instance.act('flash', self._ship.instance.getFacingLocation()) self._ship._flashnumber -= 1 else: self._ship._flashing = False self._ship._flashnumber = 0 if action.getId() == 'explode' and not self._ship.type == SHTR_PLAYER: self._ship.removeFromScene() class Ship(SpaceObject): def __init__(self, scene, name, findInstance=True): super(Ship, self).__init__(scene, name, findInstance) self._weapon = None self._flashnumber = 0 self._flashing = False self._hitpoints = 0 self._scorevalue = 0 def _setWeapon(self, weapon): self._weapon = weapon def _getWeapon(self): return self._weapon def flash(self, number): if self._running: self._instance.act('flash', self._instance.getFacingLocation()) self._flashnumber = number self._flashing = True def fire(self, direction): if self._weapon and self._hitpoints > 0: return self._weapon.fire(direction) return None def applyHit(self, hp): self._hitpoints -= hp if self._hitpoints <= 0: self.destroy() def destroy(self): if self._running: self._instance.act('explode', self._instance.getFacingLocation()) super(Ship, self).destroy() def _getHitPoints(self): return self._hitpoints def _setHitPoints(self, hp): self._hitpoints = hp def _getScoreValue(self): return self._scorevalue def _setScoreValue(self, value): self._scorevalue = value weapon = property(_getWeapon, _setWeapon) hitpoints = property(_getHitPoints, _setHitPoints) scorevalue = property(_getScoreValue, _setScoreValue)