view demos/shooter/scripts/common/baseobject.py @ 453:cf53848fb187

Scene now gets updated when an object moves from one node to another. Player is now part of the scene. Projectiles can be files by both player and enemies. Some code cleanup.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Tue, 06 Apr 2010 19:12:41 +0000
parents f463ab431cc0
children bd7e8f708adf
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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.common.helpers import normalize
from scripts.common.helpers import Rect

class SpaceObject(object):
	def __init__(self, scene, name, findInstance=True):
		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._timedelta = 0
		self._boundingBox = Rect(0,0,0,0)
		self._running = False
		self._changedPosition = False
		self._scenenodeid = -1
			
		if findInstance:
			self._instance = self._layer.getInstance(self._name)
		else:
			self._instnace = None
		
	def start(self):
		if self._instance:
			self._running = True

	def update(self, timedelta):
		if self._running:
			self._timedelta = timedelta
		
			shiploc = self.location
			exactloc = shiploc.getExactLayerCoordinates()
		
			exactloc.x += self._velocity.x * (timedelta/1000.0)/self._xscale
			exactloc.y += self._velocity.y * (timedelta/1000.0)/self._yscale
		
			self._boundingBox.x = (exactloc.x - self._boundingBox.w/2) * self._xscale
			self._boundingBox.y = (exactloc.y - self._boundingBox.h/2) * self._yscale
				
			shiploc.setExactLayerCoordinates(exactloc)
			
			if shiploc == self.location:
				self._changePosition = False
			else:
				self._changedPosition = True
			
			self.location = shiploc
	
	def stop(self):
		self._running = False
		
	def destroy(self):
		self._running = False
		self._layer.deleteInstance(self._instance)
		
	def applyThrust(self, vector, timedelta):
		self._velocity.x += (vector.x * (timedelta/1000.0))/self._xscale
		self._velocity.y += (vector.y * (timedelta/1000.0))/self._yscale
		
		if self._velocity.length() > self._maxvelocity:
			norm = normalize(self._velocity)
			self._velocity.x = norm.x * self._maxvelocity
			self._velocity.y = norm.y * self._maxvelocity
		
	
	def applyBrake(self, brakingForce, timedelta):

		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 = normalize(self._velocity)
		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 * (timedelta/1000.0))/self._xscale
		self._velocity.y += (norm.y * (timedelta/1000.0))/self._yscale

	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
	
	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

	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)