Example #1
0
	def __init__(self, yFaceDirection, **kwArgs):
		super().__init__(**kwArgs)
		
		rm = ResourceManager.activeManager

		#	Set Systems
		self._yFaceDirection = yFaceDirection
		
		#	Set Characteristics
		self._alive = True
		self._armor  = 3
		self._health = 1000
		self._speed = 550
		self._velocity = vec(0,0)
		
		#	Set Rendering and Physics Data
		self._sprite = Sprite(rm.request("SpaceJet.anim"), t=self.getTransform().createChild())
		self._sprite.setFrame(1+3)
		
		self._explosionSprite = Sprite(rm.request("Explosion.anim"), t=self.getTransform().createChild())
		self._explosionSprite.isDrawn = False
		self._explosionSound = rm.request("Explosion.mp3")
		
		self._bounds = CollisionRect(self._sprite.getWidth(), self._sprite.getHeight(), t=self.getTransform().createChild())
		self._bounds.addEntity(self)
		
		#self._boundsDisplay = SceneObject(dataSrc = self._bounds, t=self._bounds.getTransform(), color=Color.Green, \
		#	batch=pyglet.graphics.Batch(), group=LinePolygonMode)
		
		#	Set Flight Area
		self._flightAreaEdges = [-400+self._sprite.getWidth()/2, 400-self._sprite.getWidth()/2, \
			yFaceDirection*(-300+self._sprite.getHeight()/2), -100*yFaceDirection]
		if yFaceDirection == -1:
			s = self._flightAreaEdges[2]
			self._flightAreaEdges[2] = self._flightAreaEdges[3]
			self._flightAreaEdges[3] = s
		
		#	Create the default weapon
		from Weapon import LaserGun
		from Weapon import MissleLauncher
		
		self._velocity = vec(0,0)
		self._weapon = LaserGun(self, t=self.getTransform().createChild())
		self._secondaryWep = MissleLauncher(self, t=self.getTransform().createChild())
Example #2
0
class SpaceJet(Transformable):

	_frameMap = {vec(-1, -1):0, vec(0, -1):1, vec(1, -1):2,	\
				vec(-1, 0):3, vec(0,0):4, vec(1,0):5,	\
				vec(-1, 1):6, vec(0, 1):7, vec(1, 1):8}
	
	def __init__(self, yFaceDirection, **kwArgs):
		super().__init__(**kwArgs)
		
		rm = ResourceManager.activeManager

		#	Set Systems
		self._yFaceDirection = yFaceDirection
		
		#	Set Characteristics
		self._alive = True
		self._armor  = 3
		self._health = 1000
		self._speed = 550
		self._velocity = vec(0,0)
		
		#	Set Rendering and Physics Data
		self._sprite = Sprite(rm.request("SpaceJet.anim"), t=self.getTransform().createChild())
		self._sprite.setFrame(1+3)
		
		self._explosionSprite = Sprite(rm.request("Explosion.anim"), t=self.getTransform().createChild())
		self._explosionSprite.isDrawn = False
		self._explosionSound = rm.request("Explosion.mp3")
		
		self._bounds = CollisionRect(self._sprite.getWidth(), self._sprite.getHeight(), t=self.getTransform().createChild())
		self._bounds.addEntity(self)
		
		#self._boundsDisplay = SceneObject(dataSrc = self._bounds, t=self._bounds.getTransform(), color=Color.Green, \
		#	batch=pyglet.graphics.Batch(), group=LinePolygonMode)
		
		#	Set Flight Area
		self._flightAreaEdges = [-400+self._sprite.getWidth()/2, 400-self._sprite.getWidth()/2, \
			yFaceDirection*(-300+self._sprite.getHeight()/2), -100*yFaceDirection]
		if yFaceDirection == -1:
			s = self._flightAreaEdges[2]
			self._flightAreaEdges[2] = self._flightAreaEdges[3]
			self._flightAreaEdges[3] = s
		
		#	Create the default weapon
		from Weapon import LaserGun
		from Weapon import MissleLauncher
		
		self._velocity = vec(0,0)
		self._weapon = LaserGun(self, t=self.getTransform().createChild())
		self._secondaryWep = MissleLauncher(self, t=self.getTransform().createChild())
		
		
	''''''''''''''''''''''''''''''''''''''''''''''''
	
	def update(self, dt):
		self.readKeyboardInput(dt)
		
		if self._sprite.update(dt):
			self._updateDimensions()
			
		self._bounds.update(dt)
		self._weapon.update(dt)
		self._secondaryWep.update(dt)
		
		return self._checkDeath(dt)

		
	def notifyCollisions(self, primitive, colliderSet):
		pass
		
	
	''''''''''''''''''''''''''''''''''''''''''''''''
	
	def _checkDeath(self, dt):
		if self._health <= 0 and self._alive:
			self._explosionSprite.setAnimation("Iterating")
			self._explosionSprite.isDrawn = True
			self._explosionSound.play()
			self._alive = False
			
		self._explosionSprite.update(dt)
		if not self._alive and self._explosionSprite.hasEnded():
			self.removeFromWorld()
			
	def removeFromWorld(self):
		from GameWorld import GameWorld
		GameWorld.activeWorld.removeEntity(self)
		self._bounds.removeEntity(self)
		
		self.getTransform().killSubtree()
		self.removeTransform()
			
	
	def readKeyboardInput(self, dt):
		if not self._alive:
			return
			
		actions = Keyboard.localKeyboard.getActions()
		moving = False
		for action in actions:
			if action.name == "Move":
				direc = action.params[0]
				direc = direc*self._yFaceDirection
				
				self._sprite.setFrame(self._frameMap[vec(direc.x if self._yFaceDirection==1 else -direc.x, direc.y*self._yFaceDirection)])
				self.translate(direc*self._speed*dt)
				self._velocity = direc*self._speed
				
				#	Check Flight Area
				p = self.getPosition();		np = p.copy()
				fa = self._flightAreaEdges
				
				if p.x < fa[0]:
					np.x = fa[0]
				if p.x > fa[1]:
					np.x = fa[1]
				if p.y < fa[2]:
					np.y = fa[2]
				if p.y > fa[3]:
					np.y = fa[3]
					
				if p != np:
					self.setTranslation(np)
				moving = True
				
			elif action.name == "FirePrimary":
				self._weapon.fire(vec(0, self._yFaceDirection))
			elif action.name == "FireSecondary":
				self._secondaryWep.fire(vec(0, self._yFaceDirection))
				
		if not moving and self._sprite.getFrame() != 4:
			self._sprite.setFrame(4)
	
	
	''''''''''''''''''''''''''''''''''''''''''''''''
	
	def _updateDimensions(self):
		w, h = self._sprite.getDimensions()
		self._bounds.resize(w, h)

	def getCollisionPrimitive(self):
		return self._bounds
		
	def explosionEnded(self):
		return self._explosionSprite.hasEnded()