Mercurial > fife-parpg
view demos/shooter/scripts/scene.py @ 462:c4f745a566d6
Added player ship animations including flash and explode.
Removed the old flashing routine.
The player now gets moved to the left side of the screen after dying and is invulnerable for a short period of time.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 12 Apr 2010 19:01:41 +0000 |
parents | f87f686b5b59 |
children | ac0f62a07a3e |
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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 def initScene(self, mapobj): #initialize our scene array to some arbitrary size for i in range(0,self._maxnodes): self._nodes.append(SceneNode()) 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) for instance in enemies: objectName = instance.getId() print objectName if objectName == "dodge1": enemy = Saucer1(self, 'enemy', False) elif objectName == "dodge2": enemy = Saucer2(self, 'enemy', False) elif objectName == "diag_top_right": enemy = DiagSaucer(self, 'enemy', 0, False) elif objectName == "diag_bottom_right": enemy = DiagSaucer(self, 'enemy', 1, False) elif objectName == "streaker": enemy = Streaker(self, 'enemy', False) else: enemy = Ship(self, 'enemy', False) enemy.instance = instance 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) 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): self._player.destroy() if self._player.lives <= -1: self._gameover = True self._world.gameOver() #self.removeAllProjectiles() return #self._player.setInvulnerable(2) def removeAllProjectiles(self): projtodelete = list() for p in self._projectiles: p.destroy() projtodelete.append(p) for p in projtodelete: 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) self._nodes[nodeindex].spaceobjects.append(obj) obj.scenenodeid = nodeindex 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: self._nodes[obj.scenenodeid].spaceobjects.remove(obj) self._nodes[nodeindex].spaceobjects.append(obj) obj.scenenodeid = nodeindex 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 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 * 0.001 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 not (obj == self._player and self._gameover): obj.update() if obj.changedposition: self.moveObjectInScene(obj) if obj != self._player: #TODO: enemy should fire weapon in their update function obj.fire(fife.DoublePoint(-1,0)) if obj.boundingbox.intersects(self._player.boundingbox): #player touched an enemy. Destroy player and #re-initialize scene if not self._player.invulnerable: self.playerHit() obj.destroy() 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 p.boundingbox.intersects(o.boundingbox): if o != self._player and p.owner.isplayer: self._player.applyScore(100) p.destroy() o.destroy() #TODO: the destroy functions should spawn an explosion #and also destroy the instance and remove itself from the scene #self.removeObjectFromScene(o) elif o == self._player: #player got hit by a projectile if not self._player.invulnerable: p.destroy() self.playerHit() 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: 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)