Mercurial > fife-parpg
view demos/shooter/scripts/weapons.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> |
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date | Sat, 18 Jun 2011 00:28:40 -1000 |
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