Mercurial > fife-parpg
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 |
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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