Mercurial > fife-parpg
view demos/shooter/scripts/ships/shipbase.py @ 463:ac0f62a07a3e
Added enemy explosions and other animations.
Remove the enemies from the scene after the explosion animation is complete.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Mon, 12 Apr 2010 20:41:24 +0000 |
parents | c4f745a566d6 |
children | 4d0aa75a82f1 |
line wrap: on
line source
# -*- 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): pass 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 def _setWeapon(self, weapon): self._weapon = weapon def _getWeapon(self): return self._weapon def flash(self, number): self._instance.act('flash', self._instance.getFacingLocation()) self._flashnumber = number self._flashing = True def fire(self, direction): if self._weapon: return self._weapon.fire(direction) return None def destroy(self): if self._running: self._instance.act('explode', self._instance.getFacingLocation()) super(Ship, self).destroy() def _isPlayer(self): return self._isplayer isplayer = property(_isPlayer) weapon = property(_getWeapon, _setWeapon)