Mercurial > fife-parpg
view demos/shooter/scripts/scene.py @ 452:f07d779362da
Added different enemy types which behave differently.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Sat, 03 Apr 2010 19:19:33 +0000 |
parents | f463ab431cc0 |
children | cf53848fb187 |
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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 Ship from scripts.ships.player import Player from scripts.ships.enemies import * from scripts.common.helpers import Rect class SceneNode(object): def __init__(self, spaceobjects = None): if not spaceobjects: self._spaceobjects = list() else: self._spaceobjects = spaceobjects def _getObjects(self): return self._spaceobjects def _setObjects(self, spaceobjects): self._spaceobjects = spaceobjects spaceobjects = property(_getObjects, _setObjects) class Scene(object): def __init__(self, engine, objectLayer): self._engine = engine self._model = engine.getModel() self._layer = objectLayer self._nodes = list() self._player = Player(self._model, 'player', self._layer) self._player.width = 0.075 self._player.height = 0.075 self._player.start() self._projectiles = list() self._lasttime = 0 self._maxnodes = 128 def initScene(self, mapobj): layer = mapobj.getLayer('objects') xscale = layer.getCellGrid().getXScale() enemies = layer.getInstances('enemy') #initialize our scene array to some arbitrary size for i in range(0,self._maxnodes): self._nodes.append(SceneNode()) for instance in enemies: objectName = instance.getObject().getId() print objectName if objectName == "saucer1": enemy = Saucer1(self._model, 'enemy', self._layer, False) elif objectName == "saucer2": enemy = Saucer2(self._model, 'enemy', self._layer, False) else: enemy = Ship(self._model, 'enemy', self._layer, False) enemy.instance = instance enemy.start() loc = instance.getLocation().getExactLayerCoordinates() nodeindex = int(loc.x * xscale) self._nodes[nodeindex].spaceobjects.append(enemy) def getObjectsInNode(self, nodeindex): return self._nodes[nodeindex].instances def getObjectsInRange(self, rangeL, rangeR): objects = list() for i in range(rangeL, rangeR): objects.extend(self._nodes[i].spaceobjects) return objects def removeObjectFromScene(self, obj): for node in self._nodes: if obj in node.spaceobjects: node.spaceobjects.remove(obj) return def attachCamera(self, cam): self._camera = cam self._camera.setLocation(self._player.location) def _getPlayer(self): return self._player def update(self, time, keystate): timedelta = time - self._lasttime self._lasttime = time #update camera location loc = self._camera.getLocation() exactloc = self._camera.getLocation().getExactLayerCoordinates() exactloc.x += timedelta * 0.001 loc.setExactLayerCoordinates(exactloc) self._camera.setLocation(loc) topleft = self._camera.toMapCoordinates(fife.ScreenPoint(0,0)) bottomright = self._camera.toMapCoordinates(fife.ScreenPoint(1024,768)) #which scene nodes to use to update objects leftnode = int(topleft.x) rightnode = int(bottomright.x) + 1 #get a list of objects on the screen if leftnode < 0: leftnode = 0 if rightnode > self._maxnodes: rightnode = self._maxnodes screenlist = self.getObjectsInRange(leftnode, rightnode) #update objects on the screen for obj in screenlist: obj.update(timedelta) #update the player self._player.update(timedelta, keystate, self._camera) #update the list of projectiles projtodelete = list() for p in self._projectiles: p.update(timedelta) #check to see if the projectile hit any object on the screen for o in screenlist: if p.boundingbox.intersects(o.boundingbox): self._player.applyScore(100) p.destroy() o.destroy() self.removeObjectFromScene(o) #build a list of projectiles to remove (ttl expired) if not p.running: projtodelete.append(p) #remove any non running projectiles for p in projtodelete: self._projectiles.remove(p) #fire the currently selected gun if keystate['SPACE']: prjct = self._player.fire(time) if prjct: self._projectiles.append(prjct) player = property(_getPlayer)