Mercurial > fife-parpg
view demos/shooter/scripts/ships/enemies.py @ 696:e201abd8c807
Merged in the VFS fix for absolute paths from FIFE svn trunk.
* This fix superseeds my previous patch, so that patch has been removed.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Fri, 10 Jun 2011 23:37:46 -1000 |
parents | 2851e232a113 |
children |
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# -*- coding: utf-8 -*- # #################################################################### # Copyright (C) 2005-2010 by the FIFE team # http://www.fifengine.net # 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 * from scripts.common.baseobject import * from fife.fife import FloatRect as Rect from scripts.weapons import * from fife.extensions import fife_timer class EnemyActionListener(ShipActionListener): def __init__(self, ship): super(EnemyActionListener, self).__init__(ship) def onInstanceActionFinished(self, instance, action): super(EnemyActionListener, self).onInstanceActionFinished(instance, action) class BossActionListener(ShipActionListener): def __init__(self, ship): super(BossActionListener, self).__init__(ship) def onInstanceActionFinished(self, instance, action): super(BossActionListener, self).onInstanceActionFinished(instance, action) if action.getId() == 'explode': self.delayed = fife_timer.delayCall(5000,self._ship.endLevel()) class Saucer1(Ship): def __init__(self, scene, name, instance, findInstance=True): super(Saucer1, self).__init__(scene, name, findInstance) self.instance = instance self._type = SHTR_ENEMYSHIP self._dir = 0 self._time = 500 self.width = 0.2 self.height = 0.075 self.velocity.x = -0.5 self.weapon = Cannon(self._scene, self, 1000) self.weapon.projectilevelocity = 0.4 self._actionlistener = EnemyActionListener(self) self.hitpoints = 1 self.scorevalue = 50 def update(self): if self._dir == 1: self.applyThrust(fife.DoublePoint(0,-0.5)) elif self._dir == 0: self.applyThrust(fife.DoublePoint(0,0.5)) if self._time >= 1000: if self._dir == 1: self._dir = 0 elif self._dir == 0: self._dir = 1 self._time = 0 self._time += self._scene.timedelta super(Saucer1, self).update() self.fire(fife.DoublePoint(-1,0)) class Saucer2(Ship): def __init__(self, scene, name, instance, findInstance=True): super(Saucer2, self).__init__(scene, name, findInstance) self.instance = instance self._type = SHTR_ENEMYSHIP self._dir = 0 self._time = 1000 self.width = 0.2 self.height = 0.2 self.velocity.x = -0.1 self.weapon = Cannon(self._scene, self, 2000) self.weapon.projectilevelocity = 0.4 self._actionlistener = EnemyActionListener(self) self.hitpoints = 2 self.scorevalue = 100 def applyHit(self, hp): self.flash(1) super(Saucer2, self).applyHit(hp) def update(self): if self._dir == 1: self.applyThrust(fife.DoublePoint(0,-0.25)) elif self._dir == 0: self.applyThrust(fife.DoublePoint(0,0.25)) if self._time >= 2000: if self._dir == 1: self._dir = 0 elif self._dir == 0: self._dir = 1 self._time = 0 self._time += self._scene.timedelta super(Saucer2, self).update() self.fire(fife.DoublePoint(-1,0)) class DiagSaucer(Ship): def __init__(self, scene, name, direction, instance, findInstance=True): super(DiagSaucer, self).__init__(scene, name, findInstance) self.instance = instance self._type = SHTR_ENEMYSHIP self.width = 0.2 self.height = 0.075 if direction == 0: self._ythrust = 0.25 else: self._ythrust = -0.25 self.weapon = Cannon(self._scene, self, 2000) self.weapon.projectilevelocity = 0.4 self._actionlistener = EnemyActionListener(self) self.hitpoints = 1 self.scorevalue = 50 def update(self): self.applyThrust(fife.DoublePoint(-0.25,self._ythrust)) super(DiagSaucer, self).update() self.fire(fife.DoublePoint(-1,0)) class Streaker(Ship): def __init__(self, scene, name, instance, findInstance=True): super(Streaker, self).__init__(scene, name, findInstance) self.instance = instance self._type = SHTR_ENEMYSHIP self.width = 0.2 self.height = 0.2 self._maxvelocity = 2.0 self.weapon = FireBall(self._scene, self, 2000) self.weapon.projectilevelocity = 0.25 self._actionlistener = EnemyActionListener(self) self.hitpoints = 2 self.scorevalue = 150 def applyHit(self, hp): self.flash(1) super(Streaker, self).applyHit(hp) def update(self): self.applyThrust(fife.DoublePoint(-0.40,0)) super(Streaker, self).update() playerloc = self._scene.player.location.getExactLayerCoordinates() enemyloc = self.location.getExactLayerCoordinates() playerloc.x -= enemyloc.x playerloc.y -= enemyloc.y self.fire(fife.DoublePoint(playerloc.x,playerloc.y)) class Boss(Ship): def __init__(self, scene, name, instance, findInstance=True): super(Boss, self).__init__(scene, name, findInstance) self.instance = instance self._type = SHTR_LASTBOSS self.width = 0.85 self.height = 0.25 self._maxvelocity = 2.0 self.weapon = FireBall(self._scene, self, 1000) self.weapon.projectilevelocity = 0.5 self._actionlistener = BossActionListener(self) self.hitpoints = 30 self.scorevalue = 1000 self._explodclip = self._scene.soundmanager.createSoundEmitter("sounds/bossexplode.ogg") def endLevel(self): self._scene.endLevel() def update(self): super(Boss, self).update() playerloc = self._scene.player.location.getExactLayerCoordinates() bossloc = self.location.getExactLayerCoordinates() playerloc.x -= bossloc.x playerloc.y -= bossloc.y self.fire(fife.DoublePoint(playerloc.x,playerloc.y)) def applyHit(self, hp): self.flash(2) super(Boss, self).applyHit(hp) if self.hitpoints == 20: self.weapon = FireBallBurst(self._scene, self, 2000, 100, 10) self.weapon.lastfired = self._scene.time elif self.hitpoints == 10: self.weapon = FireBallSpread(self._scene, self, 2000) self.weapon.lastfired = self._scene.time