Mercurial > fife-parpg
view demos/shooter/scripts/ships/enemies.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 | 5e1d6e40d19d |
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 * from scripts.common.helpers import Rect from scripts.weapons import * class EnemyActionListener(ShipActionListener): def __init__(self, ship): super(PlayerActionListener, self).__init__(ship) def onInstanceActionFinished(self, instance, action): pass class Saucer1(Ship): def __init__(self, scene, name, findInstance=True): super(Saucer1, self).__init__(scene, name, findInstance) self._dir = 0 self._time = 500 self.width = 0.2 self.height = 0.075 self.velocity.x = -0.5 self.weapon = Cannon(self._scene, self, 1000) self.weapon.projectilevelocity = 0.4 def update(self): if self._dir == 1: self.applyThrust(fife.DoublePoint(0,-0.5)) elif self._dir == 0: self.applyThrust(fife.DoublePoint(0,0.5)) if self._time >= 1000: if self._dir == 1: self._dir = 0 elif self._dir == 0: self._dir = 1 self._time = 0 self._time += self._scene.timedelta super(Saucer1, self).update() class Saucer2(Ship): def __init__(self, scene, name, findInstance=True): super(Saucer2, self).__init__(scene, name, findInstance) self._dir = 0 self._time = 1000 self.width = 0.2 self.height = 0.2 self.velocity.x = -0.1 self.weapon = Cannon(self._scene, self, 2000) self.weapon.projectilevelocity = 0.4 def update(self): if self._dir == 1: self.applyThrust(fife.DoublePoint(0,-0.25)) elif self._dir == 0: self.applyThrust(fife.DoublePoint(0,0.25)) if self._time >= 2000: if self._dir == 1: self._dir = 0 elif self._dir == 0: self._dir = 1 self._time = 0 self._time += self._scene.timedelta super(Saucer2, self).update() class DiagSaucer(Ship): def __init__(self, scene, name, direction, findInstance=True): super(DiagSaucer, self).__init__(scene, name, findInstance) self.width = 0.2 self.height = 0.075 if direction == 0: self._ythrust = 0.25 else: self._ythrust = -0.25 self.weapon = Cannon(self._scene, self, 2000) self.weapon.projectilevelocity = 0.4 def update(self): self.applyThrust(fife.DoublePoint(-0.25,self._ythrust)) super(DiagSaucer, self).update() class Streaker(Ship): def __init__(self, scene, name, findInstance=True): super(Streaker, self).__init__(scene, name, findInstance) self.width = 0.2 self.height = 0.2 self._maxvelocity = 2.0 self.weapon = Cannon(self._scene, self, 2000) self.weapon.projectilevelocity = 1.0 def update(self): self.applyThrust(fife.DoublePoint(-0.40,0)) super(Streaker, self).update()