Mercurial > fife-parpg
view demos/shooter/scripts/common/baseobject.py @ 655:cdebc30c9c4a
* Made the dynamic widget test in the pychan_demo work/look a little better
* Fixed a small bug in the shooter demo (thanks to TAbracadabra for pointing it out)
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 21 Oct 2010 20:00:36 +0000 |
parents | 291ba2946c73 |
children |
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# -*- coding: utf-8 -*- # #################################################################### # Copyright (C) 2005-2010 by the FIFE team # http://www.fifengine.net # 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 fife.fife import FloatRect as Rect SHTR_DEFAULT = 0 SHTR_PLAYER = 1 SHTR_LASTBOSS = 2 SHTR_PROJECTILE = 3 SHTR_ENEMYSHIP = 4 SHTR_POWERUP = 5 class SpaceObject(object): """ Space Object is the base class for all game objects. """ def __init__(self, scene, name, findInstance=True): """ @param scene: A reference to the Scene @type scene: L{Scene} @param name: The name of the space object @type name: C{string} @param findInstance: True if the instance you are looking for is already loaded False if you want to load the instance yourself @type findInstance: C{boolean} """ self._scene = scene self._model = self._scene.model self._layer = self._scene.objectlayer self._name = name self._xscale = self._layer.getCellGrid().getXScale() self._yscale = self._layer.getCellGrid().getYScale() self._velocity = fife.DoublePoint(0,0) self._maxvelocity = 1.25 self._boundingBox = Rect(0,0,0,0) self._running = False self._changedPosition = False self._scenenodeid = -1 self._type = SHTR_DEFAULT if findInstance: self._instance = self._layer.getInstance(self._name) self._instance.thisown = 0 else: self._instance = None def start(self): """ You must execute this function for the object to be updated """ if self._instance: self._running = True def update(self): """ If the object is running this updates the FIFE instance location based on the objects current velocity and time since last frame """ if self._running: shiploc = self.location exactloc = shiploc.getExactLayerCoordinates() exactloc.x += self._velocity.x * (self._scene.timedelta/1000.0)/self._xscale exactloc.y += self._velocity.y * (self._scene.timedelta/1000.0)/self._yscale self._boundingBox.x = (exactloc.x * self._xscale - self._boundingBox.w/2) self._boundingBox.y = (exactloc.y * self._yscale - self._boundingBox.h/2) shiploc.setExactLayerCoordinates(exactloc) if shiploc == self.location: self._changePosition = False else: self._changedPosition = True self.location = shiploc def stop(self): """ Stops the object from being updated. """ self._running = False def destroy(self): """ You are meant to override this function to specify what happens when the object gets destroyed """ self._running = False def applyThrust(self, vector): """ Applies a thrust vector to the object. @note: Objects do not have mass and therefore no inertia. @param vector A vector specifying the direction and intensity of thrust. @type vector: L{fife.DoublePoint} """ self._velocity.x += (vector.x * (self._scene.timedelta/1000.0))/self._xscale self._velocity.y += (vector.y * (self._scene.timedelta/1000.0))/self._yscale if self._velocity.length() > self._maxvelocity: norm = fife.DoublePoint(self._velocity) norm.normalize() self._velocity.x = norm.x * self._maxvelocity self._velocity.y = norm.y * self._maxvelocity def applyBrake(self, brakingForce): """ Applies a braking thrust in the opposite direction of the current velocity @param brakingForce: a floating point value specifying how fast the object should decelerate @type brakingForce: C{float} """ if self._velocity.length() <= .01: self._velocity.x = 0 self._velocity.y = 0 return #first normalize to get a unit vector of the direction we are traveling norm = fife.DoublePoint(self._velocity) norm.normalize() if norm.length() == 0: self._velocity.x = 0 self._velocity.y = 0 return #negate to get opposite direction norm.x = norm.x * -1 norm.y = norm.y * -1 #apply braking deceleration norm.x *= brakingForce norm.y *= brakingForce self._velocity.x += (norm.x * (self._scene.timedelta/1000.0))/self._xscale self._velocity.y += (norm.y * (self._scene.timedelta/1000.0))/self._yscale def removeFromScene(self): """ Queues this object to be removed from the scene. The scene will remove the object next time the garbage collection routines are called. """ self._scene.queueObjectForRemoval(self) def _isRunning(self): return self._running def _getMaxVelocity(self): return self._maxvelocity def _setMaxVelocity(self, maxvel): self._maxvelocity = maxvel/sqrt(self._xscale * self._yscale) def _getLocation(self): return self._instance.getLocation() def _setLocation(self, loc): self._instance.setLocation(loc) def _getInstance(self): return self._instance def _setInstance(self, instance): self._instance = instance if self._instance: self._instance.thisown = 0 def _getVelocity(self): return self._velocity def _setVelocity(self, velocity): self._velocity = velocity def _getBoundingBox(self): return self._boundingBox def _getW(self): return self._boundingBox.w def _getH(self): return self._boundingBox.h def _setW(self, w): self._boundingBox.w = w def _setH(self, h): self._boundingBox.h = h def _changedPosition(self): return self._changedPosition def _getNodeId(self): return self._scenenodeid def _setNodeId(self, id): self._scenenodeid = id def _getType(self): return self._type def _setType(self, objtype): self._type = objtype type = property(_getType, _setType) width = property(_getW, _setW) height = property(_getH, _setH) boundingbox = property(_getBoundingBox) location = property(_getLocation,_setLocation) instance = property(_getInstance, _setInstance) velocity = property(_getVelocity, _setVelocity) maxvelocity = property(_getMaxVelocity, _setMaxVelocity) running = property(_isRunning) changedposition = property(_changedPosition) scenenodeid = property(_getNodeId, _setNodeId)