view demos/shooter/scripts/ships/enemies.py @ 697:ecaa4d98f05f tip

Abstracted the GUI code and refactored the GUIChan-specific code into its own module. * Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring. * GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass. * The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class. * The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged. * Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author M. George Hansen <technopolitica@gmail.com>
date Sat, 18 Jun 2011 00:28:40 -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