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
date Tue, 06 Apr 2010 19:12:41 +0000
parents f463ab431cc0
children bd7e8f708adf
line wrap: on
line source

# -*- 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)