Mercurial > fife-parpg
view demos/shooter/scripts/weapons.py @ 473:b78020d31186
Small update to ensure python doesn't try to delete objects that FIFE owns.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Tue, 20 Apr 2010 20:36:58 +0000 |
parents | 3164715a0621 |
children | afde89c1d50b |
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 fife import fife from scripts.ships.shipbase import SpaceObject 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._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 destroy(self): if self._instance: self._layer.deleteInstance(self._instance) self._instance = None self._running = False 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 projectilevelocity = property(_getProjectileVelocity, _setProjectileVelocity) 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.addProjectileToScene(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.addProjectileToScene(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.addProjectileToScene(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.addProjectileToScene(pjctl1) pjctl2 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl2.run(p2, self._ship.location) self._scene.addProjectileToScene(pjctl2) pjctl3 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl3.run(p3, self._ship.location) self._scene.addProjectileToScene(pjctl3) pjctl4 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl4.run(p4, self._ship.location) self._scene.addProjectileToScene(pjctl4) pjctl5 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl5.run(p5, self._ship.location) self._scene.addProjectileToScene(pjctl5) pjctl6 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl6.run(p6, self._ship.location) self._scene.addProjectileToScene(pjctl6) pjctl7 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl7.run(p7, self._ship.location) self._scene.addProjectileToScene(pjctl7) self._lastfired = self._scene.time