view demos/shooter/scripts/ships/shipbase.py @ 476:78a1eb57c074

Changed the way instances get deleted from the scene. Instances now get removed at the end of the frame as opposed to after their explosion action is complete. The old way was causing the odd segfault because the instance was being removed before FIFE was finished with it.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 22 Apr 2010 01:18:44 +0000
parents 10aff123c62c
children 6b33d80b468b
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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 SpaceObject
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.isplayer:
			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._isplayer = 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 _isPlayer(self):
		return self._isplayer
	
	
	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
	
	isplayer = property(_isPlayer)
	weapon = property(_getWeapon, _setWeapon)
	hitpoints = property(_getHitPoints, _setHitPoints)
	scorevalue = property(_getScoreValue, _setScoreValue)