Mercurial > fife-parpg
view demos/shooter/scripts/ships/player.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 |
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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.ships.shipbase import Ship from scripts.common.helpers import Rect class Player(Ship): def __init__(self, scene, playerName): super(Player, self).__init__(scene, playerName) self._score = 0 self._maxvelocity = 1.5 def _getScore(self): return self._score def applyScore(self, sc): self._score += sc def destroy(self): print "player has been destroyed!" def update(self, timedelta): key = False oldpos = self.location if self._scene.keystate['UP']: self.applyThrust(fife.DoublePoint(0,-1.5), timedelta) key = True if self._scene.keystate['DOWN']: self.applyThrust(fife.DoublePoint(0,1.5), timedelta) key = True if self._scene.keystate['LEFT']: self.applyThrust(fife.DoublePoint(-1.5,0), timedelta) key = True if self._scene.keystate['RIGHT']: self.applyThrust(fife.DoublePoint(1.5,0), timedelta) key = True #fire the currently selected gun if self._scene.keystate['SPACE']: prjct = self.fire(self._scene.time, fife.DoublePoint(1,0)) if prjct: self._scene.addProjectileToScene(prjct) if not key and self._velocity.length() > 0: self.applyBrake(1.5, timedelta) super(Player, self).update(timedelta) #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) #player bounding box xscale = self._layer.getCellGrid().getXScale() yscale = self._layer.getCellGrid().getYScale() #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 if not self._boundingBox.intersects(camrect): if (self._boundingBox.x + self._boundingBox.w) < camrect.x: #pos.x = (bbox.x + bbox.w/2 + 0.1) / xscale #oldpos.setExactLayerCoordinates(pos) self._velocity.x = (timedelta * 0.01) / xscale # 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 else: self._velocity.x = 0 self._velocity.y = 0 self.location = oldpos score = property(_getScore)