view demos/shooter/scripts/scene.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 f07d779362da
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.ships.shipbase import Ship
from scripts.ships.player import Player
from scripts.ships.enemies import *
from scripts.common.helpers import Rect


class SceneNode(object):
	def __init__(self, spaceobjects = None):
		if not spaceobjects:
			self._spaceobjects = list()
		else:
			self._spaceobjects = spaceobjects
		
	def _getObjects(self):
		return self._spaceobjects
		
	def _setObjects(self, spaceobjects):
		self._spaceobjects = spaceobjects
		
	spaceobjects = property(_getObjects, _setObjects)

class Scene(object):
	def __init__(self, engine, objectLayer):
		self._engine = engine
		self._model = engine.getModel()
		self._layer = objectLayer
		self._nodes = list()
		
		self._player = Player(self, 'player')
		self._player.width = 0.075
		self._player.height = 0.075
		self._player.start()
		
		self._projectiles = list()
		self._lasttime = 0
		
		self._maxnodes = 128
		self._xscale = 0
		
		self._time = 0
		self._timedelta = 0

	def initScene(self, mapobj):
		self._xscale = self._layer.getCellGrid().getXScale()
				
		enemies = self._layer.getInstances('enemy')
		
		#initialize our scene array to some arbitrary size
		for i in range(0,self._maxnodes):
			self._nodes.append(SceneNode())
		
		for instance in enemies:
			objectName = instance.getObject().getId()
			print objectName
			
			if objectName == "saucer1":
				enemy = Saucer1(self, 'enemy', False)
			elif objectName == "saucer2":
				enemy = Saucer2(self, 'enemy', False)
			else:
				enemy = Ship(self, 'enemy', False)
				
			enemy.instance = instance
			enemy.start()

			loc = instance.getLocation().getExactLayerCoordinates()
			nodeindex = int(loc.x * self._xscale)
			enemy.scenenodeid = nodeindex
			self._nodes[nodeindex].spaceobjects.append(enemy)
			
		#and finally add the player to the scene
		self.addObjectToScene(self._player)

	def getObjectsInNode(self, nodeindex):
		return self._nodes[nodeindex].instances

	def getObjectsInRange(self, rangeL, rangeR):
		objects = list()
		
		for i in range(rangeL, rangeR):
			objects.extend(self._nodes[i].spaceobjects)
			
		return objects
		
	def addObjectToScene(self, obj):
		#TODO: search to ensure the object isn't already part of the scene
		loc = obj.instance.getLocation().getExactLayerCoordinates()
		nodeindex = int(loc.x * self._xscale)
		
		self._nodes[nodeindex].spaceobjects.append(obj)
		obj.scenenodeid = nodeindex		

	def addProjectileToScene(self, projectile):
		self._projectiles.append(projectile)
	
	def moveObjectInScene(self, obj):
		loc = obj.instance.getLocation().getExactLayerCoordinates()
		nodeindex = int(loc.x * self._xscale)
		
		if nodeindex != obj.scenenodeid:
			self._nodes[obj.scenenodeid].spaceobjects.remove(obj)
			self._nodes[nodeindex].spaceobjects.append(obj)
			obj.scenenodeid = nodeindex
	
	def removeObjectFromScene(self, obj):
		for node in self._nodes:
			if obj in node.spaceobjects:
				node.spaceobjects.remove(obj)
				return
	
	def attachCamera(self, cam):
		self._camera = cam
		self._camera.setLocation(self._player.location)
		
	def update(self, time, keystate):
		timedelta = time - self._time
		self._timedelta = timedelta
		self._time = time
		
		self._keystate = keystate
		
		#update camera location
		loc = self._camera.getLocation()
		exactloc = self._camera.getLocation().getExactLayerCoordinates()
		#slowly move to the right
		exactloc.x += timedelta * 0.001
		loc.setExactLayerCoordinates(exactloc)
		self._camera.setLocation(loc)
		
		topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0))
		bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768))

		#which scene nodes to use to update objects
		leftnode = int(topleft.x)
		rightnode = int(bottomright.x) + 1
		
		#get a list of objects on the screen
		if leftnode < 0:
			leftnode = 0
		if rightnode > self._maxnodes:
			rightnode = self._maxnodes
		screenlist = self.getObjectsInRange(leftnode, rightnode)
		

		#update objects on the screen
		for obj in screenlist:
			obj.update(timedelta)
			if obj.changedposition:
				self.moveObjectInScene(obj)

				#Testing enemy fire				
				#prjct = obj.fire(time, fife.DoublePoint(-1,0))
				#if prjct:
				#	self._projectiles.append(prjct)
			
			if obj != self._player:
				if obj.boundingbox.intersects(self._player.boundingbox):
					#player touched an enemy.  Destroy player and 
					#re-initialize scene
					self._player.destroy()
		
		
		#update the list of projectiles
		projtodelete = list()
		for p in self._projectiles:
			p.update(timedelta)
			#check to see if the projectile hit any object on the screen
			for o in screenlist:
				#cant get hit by your own bullet
				if p.owner != o:
					if p.boundingbox.intersects(o.boundingbox):
						self._player.applyScore(100)
						p.destroy()
						o.destroy()
						#temporary...  the destroy functions should spawn an explosion
						#and also destroy the instance and remove itself from the scene
						self.removeObjectFromScene(o)
			
			#build a list of projectiles to remove (ttl expired)
			if not p.running:
				projtodelete.append(p)

		#remove any expired projectiles 
		for p in projtodelete:
			self._projectiles.remove(p)

				
	def _getPlayer(self):
		return self._player
		
	def _getKeyState(self):
		return self._keystate
		
	def _getCamera(self):
		return self._camera
		
	def _getObjectLayer(self):
		return self._layer
		
	def _getModel(self):
		return self._model
		
	def _getTime(self):
		return self._time
	
	def _getTimeDelta(self):
		return self._timedelta

	player = property(_getPlayer)
	keystate = property(_getKeyState)
	camera = property(_getCamera)
	objectlayer = property(_getObjectLayer)
	model = property(_getModel)
	time = property(_getTime)
	timedelta = property(_getTimeDelta)