Mercurial > fife-parpg
view demos/shooter/scripts/weapons.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 SpaceObject from scripts.common.helpers import normalize class Projectile(SpaceObject): def __init__(self, scene, owner, projectileName, timeToLive): super(Projectile, self).__init__(scene, projectileName, False) self._obj = self._model.getObject(self._name, "http://www.fifengine.de/xml/tutorial") self._ttl = timeToLive self._starttime = 0 self._totaltime = 0 self._owner = owner self.width = 0.025 self.height = 0.025 def create(self, location): self._instance = self._layer.createInstance(self._obj, location.getExactLayerCoordinates(), "bullet") fife.InstanceVisual.create(self._instance) def run(self, velocity, location, time): if not self._running: self._velocity = velocity self._velocity.x /= self._xscale self._velocity.y /= self._yscale self.create(location) self._running = True self._starttime = time def destroy(self): if self._running and self._instance: self._layer.deleteInstance(self._instance) self._running = False def _getTTL(self): return self._ttl def _getOwner(self): return self._owner def update(self, timedelta): self._totaltime += timedelta if self._running and (self._totaltime - self._starttime) < self._ttl: super(Projectile, self).update(timedelta) else: self.destroy() ttl = property(_getTTL) owner = property(_getOwner) class Weapon(object): def __init__(self, scene, ship, firerate): self._scene = scene self._model = self._scene.model self._layer = self._scene.objectlayer self._ship = ship self._firerate = firerate self._lastfired = 0 self._projectileVelocity = 0.75 def fire(self, curtime, direction): velocity = normalize(direction) velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity if (curtime - self._lastfired) > self._firerate: pjctl = Projectile(self._scene, self._ship, "bullet1", 2000 ) pjctl.run(velocity, self._ship.location, curtime) self._lastfired = curtime return pjctl return None