view demos/shooter/scripts/weapons.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.common.helpers import normalize, rotatePoint

class Projectile(SpaceObject):
	def __init__(self, scene, owner, projectileName, timeToLive):
		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):
		self._instance = self._layer.createInstance(self._obj, location.getExactLayerCoordinates(), "bullet")
		fife.InstanceVisual.create(self._instance)
		self._instance.thisown = 0

	def run(self, velocity, 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):
	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
		
	def fire(self, direction):
		return None
		
	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

		
	def fire(self, direction):
		velocity = normalize(direction)
		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)

class FireBall(Weapon):
	def __init__(self, scene, ship, firerate):
		super(FireBall, self).__init__(scene, ship, firerate)
		
		self._projectileVelocity = 0.50

		
	def fire(self, direction):
		velocity = normalize(direction)
		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)	
			
class FireBallBurst(Weapon):
	def __init__(self, scene, ship, firerate, burstrate, burstnumber):
		super(FireBallBurst, self).__init__(scene, ship, firerate)
		
		self._projectileVelocity = 0.50
		
		self._burstrate = burstrate
		self._burstnumber = int(burstnumber)
		self._burstcount = int(burstnumber)
		
		self._lastburstfired = 0

		
	def fire(self, direction):
		velocity = normalize(direction)
		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)
				
				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

		
	def fire(self, direction):
	
		if (self._scene.time - self._lastfired) > self._firerate:
			velocity = normalize(direction)
			velocity.x = velocity.x * self._projectileVelocity
			velocity.y = velocity.y * self._projectileVelocity

			origin = fife.DoublePoint(0,0)
			
			p1 = rotatePoint(origin, velocity, -30)
			p2 = rotatePoint(origin, velocity, -20)
			p3 = rotatePoint(origin, velocity, -10)
			p4 = rotatePoint(origin, velocity, 0)
			p5 = rotatePoint(origin, velocity, 10)
			p6 = rotatePoint(origin, velocity, 20)
			p7 = rotatePoint(origin, velocity, 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)
			
			self._lastfired = self._scene.time