Mercurial > fife-parpg
view demos/shooter/scripts/weapons.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 | 291ba2946c73 |
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.common.baseobject import * class Projectile(SpaceObject): """ Represents a projectile (or bullet or fireball) in the scene. This is the entity that weapons fire. Projectiles have an owner and a time to live. They are also what cause damage to ships and other entities. """ def __init__(self, scene, owner, projectileName, timeToLive): """ @param scene: The scene @type scene: L{Scene} @param owner: The ship that fired the projectile @type owner: L{Ship} @param projectileName: The name of the FIFE object to load @type projectilName: C{string} @param timeToLive: The length of time in milliseconds the projectile will remain active before destroying itself. @type timeToLive: C{int} """ super(Projectile, self).__init__(scene, projectileName, False) self._obj = self._model.getObject(self._name, "http://www.fifengine.de/xml/tutorial") self._type = SHTR_PROJECTILE self._ttl = timeToLive self._starttime = 0 self._totaltime = 0 self._owner = owner self.width = 0.025 self.height = 0.025 self._damage = 1 def create(self, location): """ Spawns the projectile. @param location: The location to create the projectile @type location: L{fife.Location} @note: This is called by L{Projectile.run} """ self._instance = self._layer.createInstance(self._obj, location.getExactLayerCoordinates(), "bullet") fife.InstanceVisual.create(self._instance) self._instance.thisown = 0 def run(self, velocity, location): """ Start the projectile on it's path. @param velocity: The starting velocity of the projectile @type velocity: L{fife.DoublePoint} @param location: The location to create the projectile @type location: L{fife.Location} """ 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 = self._scene.time def _getTTL(self): return self._ttl def _getOwner(self): return self._owner def update(self): self._totaltime += self._scene.timedelta if self._running and self._totaltime < self._ttl: super(Projectile, self).update() else: self.destroy() def _getDamage(self): return self._damage def _setDamage(self, dam): self._damage = dam ttl = property(_getTTL) owner = property(_getOwner) damage = property(_getDamage, _setDamage) class Weapon(object): """ Weapon This class is a super class and is meant to be inherited and not used directly. You should implement fire() in the sub- class. The Weapon class spawns Projectile(s) and fires them in the specified direction at a specified fire rate. """ 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 self._soundclip = None def fire(self, direction): """ Fires the weapon in the specified direction. @param direction: A normalized vector specifying the direction to fire the projectile @type direction: L{fife.DoublePoint} """ pass def _getProjectileVelocity(self): return self._projectileVelocity def _setProjectileVelocity(self, vel): self._projectileVelocity = vel def _getLastFired(self): return self._lastfired def _setLastFired(self, time): self._lastfired = time projectilevelocity = property(_getProjectileVelocity, _setProjectileVelocity) lastfired = property(_getLastFired, _setLastFired) class Cannon(Weapon): def __init__(self, scene, ship, firerate): super(Cannon, self).__init__(scene, ship, firerate) self._projectileVelocity = 0.75 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/cannon.ogg") def fire(self, direction): velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity if (self._scene.time - self._lastfired) > self._firerate: pjctl = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl.run(velocity, self._ship.location) self._lastfired = self._scene.time self._scene.addObjectToScene(pjctl) if self._soundclip: location = self._ship.location.getExactLayerCoordinates() self._soundclip.position = (location.x, location.y) self._soundclip.play() class FireBall(Weapon): def __init__(self, scene, ship, firerate): super(FireBall, self).__init__(scene, ship, firerate) self._projectileVelocity = 0.50 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/fireball.ogg") def fire(self, direction): velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity if (self._scene.time - self._lastfired) > self._firerate: pjctl = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl.run(velocity, self._ship.location) self._lastfired = self._scene.time self._scene.addObjectToScene(pjctl) if self._soundclip: self._soundclip.play() class FireBallBurst(Weapon): def __init__(self, scene, ship, firerate, burstrate, burstnumber): super(FireBallBurst, self).__init__(scene, ship, firerate) self._projectileVelocity = 0.50 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/fireball.ogg") self._burstrate = burstrate self._burstnumber = int(burstnumber) self._burstcount = int(burstnumber) self._lastburstfired = 0 def fire(self, direction): velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity if (self._scene.time - self._lastfired) > self._firerate: if (self._scene.time - self._lastburstfired) > self._burstrate and self._burstcount > 0: pjctl = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl.run(velocity, self._ship.location) self._scene.addObjectToScene(pjctl) if self._soundclip: self._soundclip.play() self._lastburstfired = self._scene.time self._burstcount -= 1 if self._burstcount <= 0: self._lastfired = self._scene.time self._burstcount = int(self._burstnumber) self._lastburstfired = 0 class FireBallSpread(Weapon): def __init__(self, scene, ship, firerate): super(FireBallSpread, self).__init__(scene, ship, firerate) self._projectileVelocity = 0.50 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/fireball.ogg") def fire(self, direction): if (self._scene.time - self._lastfired) > self._firerate: velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity origin = fife.DoublePoint(0,0) p1 = fife.DoublePoint(velocity) p2 = fife.DoublePoint(velocity) p3 = fife.DoublePoint(velocity) p4 = fife.DoublePoint(velocity) p5 = fife.DoublePoint(velocity) p6 = fife.DoublePoint(velocity) p7 = fife.DoublePoint(velocity) p1.rotate(origin, -30) p2.rotate(origin, -20) p3.rotate(origin, -10) p4.rotate(origin, 0) p5.rotate(origin, 10) p6.rotate(origin, 20) p7.rotate(origin, 30) pjctl1 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl1.run(p1, self._ship.location) self._scene.addObjectToScene(pjctl1) pjctl2 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl2.run(p2, self._ship.location) self._scene.addObjectToScene(pjctl2) pjctl3 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl3.run(p3, self._ship.location) self._scene.addObjectToScene(pjctl3) pjctl4 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl4.run(p4, self._ship.location) self._scene.addObjectToScene(pjctl4) pjctl5 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl5.run(p5, self._ship.location) self._scene.addObjectToScene(pjctl5) pjctl6 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl6.run(p6, self._ship.location) self._scene.addObjectToScene(pjctl6) pjctl7 = Projectile(self._scene, self._ship, "fireball", 6000 ) pjctl7.run(p7, self._ship.location) self._scene.addObjectToScene(pjctl7) if self._soundclip: self._soundclip.play() self._lastfired = self._scene.time class CannonSpread5(Weapon): def __init__(self, scene, ship, firerate): super(CannonSpread5, self).__init__(scene, ship, firerate) self._projectileVelocity = 1 self._soundclip = scene.soundmanager.createSoundEmitter("sounds/cannon.ogg") def fire(self, direction): if (self._scene.time - self._lastfired) > self._firerate: velocity = fife.DoublePoint(direction) velocity.normalize() velocity.x = velocity.x * self._projectileVelocity velocity.y = velocity.y * self._projectileVelocity origin = fife.DoublePoint(0,0) p2 = fife.DoublePoint(velocity) p3 = fife.DoublePoint(velocity) p4 = fife.DoublePoint(velocity) p5 = fife.DoublePoint(velocity) p6 = fife.DoublePoint(velocity) p2.rotate(origin, -10) p3.rotate(origin, -5) p4.rotate(origin, 0) p5.rotate(origin, 5) p6.rotate(origin, 10) pjctl2 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl2.run(p2, self._ship.location) self._scene.addObjectToScene(pjctl2) pjctl3 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl3.run(p3, self._ship.location) self._scene.addObjectToScene(pjctl3) pjctl4 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl4.run(p4, self._ship.location) self._scene.addObjectToScene(pjctl4) pjctl5 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl5.run(p5, self._ship.location) self._scene.addObjectToScene(pjctl5) pjctl6 = Projectile(self._scene, self._ship, "bullet1", 3000 ) pjctl6.run(p6, self._ship.location) self._scene.addObjectToScene(pjctl6) if self._soundclip: self._soundclip.play() self._lastfired = self._scene.time