Mercurial > fife-parpg
view demos/shooter/scripts/world.py @ 458:e77ebf128a74
Fixed a small bug where projectiles are not updated when it is game over.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 08 Apr 2010 21:26:46 +0000 |
parents | 597b066d5ccb |
children | 5e1d6e40d19d |
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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 import math, random from fife.extensions import pychan from fife.extensions.pychan import widgets from scripts.common.eventlistenerbase import EventListenerBase from scripts.common.helpers import normalize from fife.extensions.loaders import loadMapFile from scripts.gui.guis import * from scripts.ships.shipbase import Ship from scripts.ships.player import Player from scripts.scene import Scene class World(EventListenerBase): """ The world! This class handles: setup of map view (cameras ...) loading the map handles mouse/key events which aren't handled by the GUI. ( by inheriting from EventlistenerBase ) """ def __init__(self, app, engine): super(World, self).__init__(engine, regMouse=True, regKeys=True) self._applictaion = app self.engine = engine self.timemanager = engine.getTimeManager() self.eventmanager = engine.getEventManager() self.model = engine.getModel() self.filename = '' self.keystate = { 'UP': False, 'DOWN': False, 'LEFT': False, 'RIGHT': False, 'CTRL': False, 'SPACE': False, } self.dynamic_widgets = {} self.pump_ctr = 0 self.map = None self.scene = None self._paused = True self._pausedtime = 0 self._starttime = 0 self._mainmenu = MainMenu(self) self.showMainMenu() self._hudwindow = HeadsUpDisplay(self) self._hudwindow.hide() self._gameover = GameOverDisplay() self._gameover.hide() def showMainMenu(self): if self.scene: self._paused = True cont = True else: cont = False self._mainmenu.show(cont) def showCredits(self): pass def showHighScores(self): pass def quit(self): self.reset() self._applictaion.requestQuit() def reset(self): #TODO: ensure these get destroyed correctly if self.map: self.model.deleteMap(self.map) self.map = None self.cameras = {} self.scene = None def loadLevel(self, filename): """ Load a xml map and setup cameras. """ self.filename = filename self.reset() self.map = loadMapFile(self.filename, self.engine) self.scene = Scene(self, self.engine, self.map.getLayer('objects')) self.scene.initScene(self.map) self.initCameras() self._hudwindow.show() self._gameover.hide() self._starttime = self.timemanager.getTime() def gameOver(self): self._gameover.show() def newGame(self): self.loadLevel("maps/shooter_map1.xml") self._mainmenu.hide() self._paused = False def continueGame(self): self._mainmenu.hide() self._paused = False def initCameras(self): """ Before we can actually see something on screen we have to specify the render setup. This is done through Camera objects which offer a viewport on the map. """ for cam in self.map.getCameras(): if cam.getId() == 'main': self.cameras['main'] = cam self.scene.attachCamera(self.cameras['main']) def keyPressed(self, evt): keyval = evt.getKey().getValue() keystr = evt.getKey().getAsString().lower() if keyval == fife.Key.UP: self.keystate['UP'] = True elif keyval == fife.Key.DOWN: self.keystate['DOWN'] = True elif keyval == fife.Key.LEFT: self.keystate['LEFT'] = True elif keyval == fife.Key.RIGHT: self.keystate['RIGHT'] = True elif keyval == fife.Key.SPACE: self.keystate['SPACE'] = True elif keyval == fife.Key.P: self._paused = not self._paused self._pausedtime += self.timemanager.getTime() elif keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL): self.keystate['CTRL'] = True def keyReleased(self, evt): keyval = evt.getKey().getValue() if keyval == fife.Key.UP: self.keystate['UP'] = False elif keyval == fife.Key.DOWN: self.keystate['DOWN'] = False elif keyval == fife.Key.LEFT: self.keystate['LEFT'] = False elif keyval == fife.Key.RIGHT: self.keystate['RIGHT'] = False elif keyval == fife.Key.SPACE: self.keystate['SPACE'] = False elif keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL): self.keystate['CTRL'] = False def mouseWheelMovedUp(self, evt): if self.keystate['CTRL']: self.cameras['main'].setZoom(self.cameras['main'].getZoom() * 1.05) def mouseWheelMovedDown(self, evt): if self.keystate['CTRL']: self.cameras['main'].setZoom(self.cameras['main'].getZoom() / 1.05) def mousePressed(self, evt): if evt.isConsumedByWidgets(): return clickpoint = fife.ScreenPoint(evt.getX(), evt.getY()) def mouseMoved(self, evt): pt = fife.ScreenPoint(evt.getX(), evt.getY()) def pump(self): """ Called every frame. """ if not self.scene: return #update the scene if not self._paused: if self.scene.paused: self.scene.unpause(self.timemanager.getTime() - self._starttime) self.scene.update(self.timemanager.getTime() - self._starttime, self.keystate) #update the HUD avgframe = self.timemanager.getAverageFrameTime() if avgframe > 0: fps = 1 / (avgframe / 1000) else: fps = 0 fpstxt = "%3.2f" % fps self._hudwindow.setFPSText(unicode(fpstxt)) player = self.scene.player exactcoords = player.location.getExactLayerCoordinates() pos = "%1.2f" % exactcoords.x + ", %1.2f" % exactcoords.y self._hudwindow.setPositionText(unicode(pos)) vel = "%1.2f" % player.velocity.x + ", %1.2f" % player.velocity.y self._hudwindow.setVelocityText(unicode(vel)) score = unicode(str(player.score)) self._hudwindow.setScoreText(score) lives = unicode(str(player.lives)) self._hudwindow.setLivesText(lives) else: if not self.scene.paused: self.scene.pause(self.timemanager.getTime() - self._starttime) self.pump_ctr += 1