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
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)