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>
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