Mercurial > fife-parpg
view demos/shooter/scripts/ships/enemies.py @ 668:e8a799239384
* This fixes the case were the engine would clear the screen twice
The editor and demos now suffer from a problem where if a map is not loaded the screen doesnt get cleared and you see traces of the UI from previous frames. For now the editor, RPG demo and Shooter force the engine to clear the screen every frame. This is not ideal as once a map is loaded they will be clearing the screen twice per frame.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 08 Nov 2010 20:37:31 +0000 |
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