view demos/shooter/scripts/weapons.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
date Fri, 23 Apr 2010 17:17:02 +0000
parents 6b33d80b468b
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 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
			
class CannonSpread5(Weapon):
	def __init__(self, scene, ship, firerate):
		super(CannonSpread5, self).__init__(scene, ship, firerate)
		
		self._projectileVelocity = 1
		
	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)
			
			p2 = rotatePoint(origin, velocity, -10)
			p3 = rotatePoint(origin, velocity, -5)
			p4 = rotatePoint(origin, velocity, 0)
			p5 = rotatePoint(origin, velocity, 5)
			p6 = rotatePoint(origin, velocity, 10)
			
			pjctl2 = Projectile(self._scene, self._ship, "bullet1", 3000 )
			pjctl2.run(p2, self._ship.location)
			self._scene.addObjectToScene(pjctl2)
	
			pjctl3 = Projectile(self._scene, self._ship, "bullet1", 3000 )
			pjctl3.run(p3, self._ship.location)
			self._scene.addObjectToScene(pjctl3)
			
			pjctl4 = Projectile(self._scene, self._ship, "bullet1", 3000 )
			pjctl4.run(p4, self._ship.location)
			self._scene.addObjectToScene(pjctl4)
	
			pjctl5 = Projectile(self._scene, self._ship, "bullet1", 3000 )
			pjctl5.run(p5, self._ship.location)
			self._scene.addObjectToScene(pjctl5)
			
			pjctl6 = Projectile(self._scene, self._ship, "bullet1", 3000 )
			pjctl6.run(p6, self._ship.location)
			self._scene.addObjectToScene(pjctl6)
			
			
			self._lastfired = self._scene.time