Mercurial > fife-parpg
view demos/shooter/scripts/ships/player.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 | 7a79dc2a0592 |
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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 PlayerActionListener(ShipActionListener): def __init__(self, ship): super(PlayerActionListener, self).__init__(ship) def onInstanceActionFinished(self, instance, action): if action.getId() == 'explode': self._ship.respawn() if action.getId() == 'flash': if self._ship._flashnumber > 0: self._ship.instance.act('flash', self._ship.instance.getFacingLocation()) self._ship._flashnumber -= 1 else: self._ship._flashing = False class Player(Ship): def __init__(self, scene, playerName): super(Player, self).__init__(scene, playerName) self._score = 0 self._maxvelocity = 1.5 self.width = 0.22 self.height = 0.12 #give player the default weapon (the cannon) self.weapon = Cannon(self._scene, self, 200) self._lives = 3 self._invulnerable = False self._isplayer = True self._dead = False self._actionlistener = PlayerActionListener(self) def init(self): self._lives = 3 def _getScore(self): return self._score def respawn(self): if self._lives >= 0: self._dead = False self.setInvulnerable(20) campos = self._scene.camera.getLocation().getExactLayerCoordinates() location = self.location playerpos = location.getExactLayerCoordinates() playerpos.x = campos.x - 6.5 playerpos.y = campos.y location.setExactLayerCoordinates(playerpos) self.location = location else: self._instance.get2dGfxVisual().setVisible(False) def setInvulnerable(self, seconds): self._invulnerable = True self.flash(seconds) def applyScore(self, sc): self._score += sc def destroy(self): if not self._invulnerable and not self._dead: self._instance.act('explode', self._instance.getFacingLocation()) self._dead = True self._invulnerable = True self._lives -= 1 def update(self): key = False #player is no longer invulnerable if not self._flashing and self._invulnerable and not self._dead: self._invulnerable = False oldpos = self.location if not self._dead: if self._scene.keystate['UP']: self.applyThrust(fife.DoublePoint(0,-1.5)) key = True if self._scene.keystate['DOWN']: self.applyThrust(fife.DoublePoint(0,1.5)) key = True if self._scene.keystate['LEFT']: self.applyThrust(fife.DoublePoint(-1.5,0)) key = True if self._scene.keystate['RIGHT']: self.applyThrust(fife.DoublePoint(1.5,0)) key = True #fire the currently selected gun if self._scene.keystate['SPACE']: self.fire(fife.DoublePoint(1,0)) if not key and self._velocity.length() > 0: self.applyBrake(1.5) super(Player, self).update() #set up the players camera bounds #TODO: grab screen resolution from somewhere topleft = self._scene.camera.toMapCoordinates(fife.ScreenPoint(0,0)) bottomright = self._scene.camera.toMapCoordinates(fife.ScreenPoint(1024,768)) camrect = Rect(topleft.x, topleft.y, bottomright.x - topleft.x, bottomright.y - topleft.y) #add the padding to the edge camrect.x += self._boundingBox.w camrect.y += self._boundingBox.h camrect.w -= 2*self._boundingBox.w camrect.h -= 2*self._boundingBox.h pos = oldpos.getExactLayerCoordinates() if not self._boundingBox.intersects(camrect): if (self._boundingBox.x + self._boundingBox.w) < camrect.x: self._velocity.x = 0 pos.x += (camrect.x - (self._boundingBox.x + self._boundingBox.w))/self._xscale + 0.03 pos.y += self._velocity.y * (self._scene.timedelta/1000.0)/self._yscale oldpos.setExactLayerCoordinates(pos) # elif (bbox.y + bbox.h) < camrect.y or (bbox.y - bbox.h) > camrect.y: # pos.x += self._velocity.x * (timedelta/1000.0) # oldpos.setExactLayerCoordinates(pos) # self._velocity.y = 0 elif (self._boundingBox.y + self._boundingBox.h) < camrect.y or self._boundingBox.y > (camrect.y + camrect.h): pos.x += self._velocity.x * (self._scene.timedelta/1000.0)/self._xscale self._velocity.y = 0 oldpos.setExactLayerCoordinates(pos) else: self._velocity.x = 0 self._velocity.y = 0 self.location = oldpos def _getLives(self): return self._lives def _getInvulnerable(self): return self._invulnerable def _setInvulnerable(self, inv): self._invulnerable = inv score = property(_getScore) lives = property(_getLives) invulnerable = property(_getInvulnerable, _setInvulnerable)