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
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