Mercurial > fife-parpg
view demos/shooter/scripts/ships/player.py @ 479:ab28994820dd
Added some powerups including a spread weapon and an extra life.
Fixed the problem where the player could fly off the screen.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 23 Apr 2010 17:17:02 +0000 |
parents | 6b33d80b468b |
children | d365eb58f3d6 |
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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.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 = int((milliseconds / 50) / 2) if number <= 0: return 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: if self._velocity.x < 0: self._velocity.x = 0 pos.x += (camrect.x - (self._boundingBox.x + self._boundingBox.w))/self._xscale + 0.03 if not ((self._boundingBox.y + self._boundingBox.h) < camrect.y) and not (self._boundingBox.y > (camrect.y + camrect.h)): pos.y += self._velocity.y * (self._scene.timedelta/1000.0)/self._yscale oldpos.setExactLayerCoordinates(pos) if self._boundingBox.x > ( camrect.x + camrect.w ): self._velocity.x = 0 if (self._boundingBox.y + self._boundingBox.h) < camrect.y: if self._velocity.y < 0: self._velocity.y = 0 pos.x += self._velocity.x * (self._scene.timedelta/1000.0)/self._xscale oldpos.setExactLayerCoordinates(pos) if self._boundingBox.y > (camrect.y + camrect.h): if self._velocity.y > 0: self._velocity.y = 0 pos.x += self._velocity.x * (self._scene.timedelta/1000.0)/self._xscale oldpos.setExactLayerCoordinates(pos) self.location = oldpos def _getLives(self): return self._lives def _setLives(self, lives): self._lives = lives def _getInvulnerable(self): return self._invulnerable def _setInvulnerable(self, inv): self._invulnerable = inv score = property(_getScore) lives = property(_getLives, _setLives) invulnerable = property(_getInvulnerable, _setInvulnerable)