Mercurial > fife-parpg
view demos/shooter/scripts/scene.py @ 475:afde89c1d50b
Switched to a damage system. Collisions with objects now cause 1 damage to the player.
When the boss switches weapons it now waits for the weapons firerate value in time to pass before it fires its first burst with the new weapon.
Fixed a little problem with the high score dialog as it operates in modal mode. It now waits for the entire frame to be complete before displaying the dialog box.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 21 Apr 2010 18:20:13 +0000 |
parents | 10aff123c62c |
children | 78a1eb57c074 |
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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.ships.shipbase import Ship from scripts.ships.player import Player from scripts.ships.enemies import * from scripts.common.helpers import Rect class SceneNode(object): def __init__(self, spaceobjects = None): if not spaceobjects: self._spaceobjects = list() else: self._spaceobjects = spaceobjects def _getObjects(self): return self._spaceobjects def _setObjects(self, spaceobjects): self._spaceobjects = spaceobjects spaceobjects = property(_getObjects, _setObjects) class Scene(object): def __init__(self, world, engine, objectLayer): self._engine = engine self._world = world self._model = engine.getModel() self._layer = objectLayer self._nodes = list() self._player = None self._projectiles = list() self._maxnodes = 128 self._xscale = 0 self._time = 0 self._timedelta = 0 self._lasttime = 0 self._xscale = self._layer.getCellGrid().getXScale() self._yscale = self._layer.getCellGrid().getYScale() self._paused = False self._timemod = 0 self._gameover = False self._boss = None def destroyScene(self): nodestodelete = list() objtodelete = list() for node in self._nodes: nodestodelete.append(node) for obj in node.spaceobjects: objtodelete.append(node) for obj in objtodelete: if obj in node.spaceobjects: node.spaceobjects.remove(obj) objtodelete = list() for node in nodestodelete: if node in self._nodes: self._nodes.remove(node) self.removeAllProjectiles() def initScene(self, mapobj): #initialize our scene array to some arbitrary size for i in range(0,self._maxnodes): self._nodes.append(SceneNode()) self._boss = None self._player = Player(self, 'player') self._player.init() self._player.start() enemies = list() temp = self._layer.getInstances('dodge1') enemies.extend(temp) temp = self._layer.getInstances('dodge2') enemies.extend(temp) temp = self._layer.getInstances("diag_top_right") enemies.extend(temp) temp = self._layer.getInstances("diag_bottom_right") enemies.extend(temp) temp = self._layer.getInstances("streaker") enemies.extend(temp) temp = self._layer.getInstances("boss") enemies.extend(temp) for instance in enemies: objectName = instance.getId() print objectName if objectName == "dodge1": enemy = Saucer1(self, 'enemy', instance, False) elif objectName == "dodge2": enemy = Saucer2(self, 'enemy', instance, False) elif objectName == "diag_top_right": enemy = DiagSaucer(self, 'enemy', 0, instance, False) elif objectName == "diag_bottom_right": enemy = DiagSaucer(self, 'enemy', 1, instance, False) elif objectName == "streaker": enemy = Streaker(self, 'enemy', instance, False) elif objectName == "boss": enemy = Boss(self, 'enemy', instance, False) self._boss = enemy else: enemy = Ship(self, 'enemy', instance, False) enemy.start() loc = instance.getLocation().getExactLayerCoordinates() nodeindex = int(loc.x * self._xscale) enemy.scenenodeid = nodeindex self._nodes[nodeindex].spaceobjects.append(enemy) #and finally add the player to the scene self.addObjectToScene(self._player) self.startCamera() def pause(self, time): self._pausedtime = time self._paused = True def unpause(self, time): self._timemod += time - self._pausedtime self._paused = False def playerHit(self, damage): self._player.applyHit(damage) def gameOver(self): self._gameover = True self._world.gameOver() def endLevel(self): self._world.endLevel() def removeAllProjectiles(self): projtodelete = list() for p in self._projectiles: p.destroy() projtodelete.append(p) for p in projtodelete: if p in self._projectiles: self._projectiles.remove(p) def getObjectsInNode(self, nodeindex): return self._nodes[nodeindex].instances def getObjectsInRange(self, rangeL, rangeR): objects = list() for i in range(rangeL, rangeR): objects.extend(self._nodes[i].spaceobjects) return objects def addObjectToScene(self, obj): #TODO: search to ensure the object isn't already part of the scene loc = obj.instance.getLocation().getExactLayerCoordinates() nodeindex = int(loc.x * self._xscale) obj.scenenodeid = nodeindex self._nodes[nodeindex].spaceobjects.append(obj) def addProjectileToScene(self, projectile): self._projectiles.append(projectile) def moveObjectInScene(self, obj): loc = obj.instance.getLocation().getExactLayerCoordinates() nodeindex = int(loc.x * self._xscale) if nodeindex != obj.scenenodeid: if obj in self._nodes[obj.scenenodeid].spaceobjects: self._nodes[obj.scenenodeid].spaceobjects.remove(obj) obj.scenenodeid = nodeindex self._nodes[nodeindex].spaceobjects.append(obj) def removeObjectFromScene(self, obj): for node in self._nodes: if obj in node.spaceobjects: node.spaceobjects.remove(obj) return def attachCamera(self, cam): self._camera = cam self._camera.setLocation(self._player.location) def stopCamera(self): self._cameraspeed = 0 def startCamera(self): self._cameraspeed = 0.001 def update(self, time, keystate): timedelta = (time - self._timemod) - self._time self._timedelta = timedelta self._time = time - self._timemod self._keystate = keystate #update camera location loc = self._camera.getLocation() exactloc = self._camera.getLocation().getExactLayerCoordinates() #slowly move to the right exactloc.x += timedelta * self._cameraspeed loc.setExactLayerCoordinates(exactloc) self._camera.setLocation(loc) topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) #which scene nodes to use to update objects leftnode = int(topleft.x) rightnode = int(bottomright.x) + 1 #get a list of objects on the screen if leftnode < 0: leftnode = 0 if rightnode > self._maxnodes: rightnode = self._maxnodes screenlist = self.getObjectsInRange(leftnode, rightnode) #update objects on the screen for obj in screenlist: if obj == self._boss: if bottomright.x > ((self._boss.location.getExactLayerCoordinates().x * self._xscale) + 0.5): self.stopCamera() if not (obj == self._player and self._gameover): obj.update() if obj.changedposition: self.moveObjectInScene(obj) if obj != self._player: if obj.running and obj.boundingbox.intersects(self._player.boundingbox): #player touched an enemy. Destroy player and #re-initialize scene if not self._player.invulnerable: #collision damage of 1 self.playerHit(1) obj.applyHit(1) # self._world.renderBoundingBox(obj) #update the list of projectiles projtodelete = list() for p in self._projectiles: p.update() #check to see if the projectile hit any object on the screen for o in screenlist: #cant get hit by your own bullet if p.owner != o: if o.running and p.boundingbox.intersects(o.boundingbox): if o != self._player and p.owner.isplayer: o.applyHit(p.damage) #check if enemy ship was destroyed if not o.running: self._player.applyScore(o.scorevalue) p.destroy() elif o == self._player: #player got hit by a projectile if not self._player.invulnerable: self.playerHit(p.damage) p.destroy() # self._world.renderBoundingBox(p) #build a list of projectiles to remove (ttl expired) if not p.running: projtodelete.append(p) #remove any expired projectiles for p in projtodelete: if p in self._projectiles: p.destroy() self._projectiles.remove(p) def _getPlayer(self): return self._player def _getKeyState(self): return self._keystate def _getCamera(self): return self._camera def _getObjectLayer(self): return self._layer def _getModel(self): return self._model def _getTime(self): return self._time def _getTimeDelta(self): return self._timedelta def _getPaused(self): return self._paused player = property(_getPlayer) keystate = property(_getKeyState) camera = property(_getCamera) objectlayer = property(_getObjectLayer) model = property(_getModel) time = property(_getTime) timedelta = property(_getTimeDelta) paused = property(_getPaused)