Mercurial > fife-parpg
annotate demos/rpg/scripts/scene.py @ 525:19db5a8619a4
Added the GoldStack item class. The scene now loads the goldstack and assigns it's value based on the maps objects file.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 27 May 2010 21:34:36 +0000 |
parents | 6037f79b0dcf |
children | 796d49ab9380 |
rev | line source |
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512
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Added the Scene which loads the town map. It is no longer a black screen demo.
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1 #!/usr/bin/env python |
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2 |
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3 # -*- coding: utf-8 -*- |
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4 |
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5 # #################################################################### |
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6 # Copyright (C) 2005-2010 by the FIFE team |
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7 # http://www.fifengine.net |
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8 # This file is part of FIFE. |
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9 # |
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10 # FIFE is free software; you can redistribute it and/or |
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11 # modify it under the terms of the GNU Lesser General Public |
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12 # License as published by the Free Software Foundation; either |
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13 # version 2.1 of the License, or (at your option) any later version. |
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14 # |
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15 # This library is distributed in the hope that it will be useful, |
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16 # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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17 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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18 # Lesser General Public License for more details. |
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19 # |
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20 # You should have received a copy of the GNU Lesser General Public |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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21 # License along with this library; if not, write to the |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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22 # Free Software Foundation, Inc., |
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23 # 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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24 # #################################################################### |
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25 # This is the rio de hola client for FIFE. |
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26 |
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27 import sys, os, re, math, random, shutil |
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28 |
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29 from fife import fife |
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30 from fife.extensions.loaders import loadMapFile |
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31 from fife.extensions.fife_settings import Setting |
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32 |
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Added the PlayerActionListener.
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33 from scripts.actors.baseactor import Actor |
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Player can now receive a quest, accept it, and complete it. Quests do not have any requirements (i.e. bring me back an item.. etc etc) to be completed at this time.
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34 from scripts.actors.baseactor import QuestGiver, Quest |
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35 from scripts.actors.player import Player |
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36 from scripts.objects.baseobject import GameObjectTypes |
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Added the GoldStack item class. The scene now loads the goldstack and assigns it's value based on the maps objects file.
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37 from scripts.objects.items import BaseItem, GoldStack |
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38 |
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39 class Scene(object): |
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40 def __init__(self, gamecontroller): |
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41 self._gamecontroller = gamecontroller |
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42 |
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43 self._map = None |
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44 self._maincameraname = self._gamecontroller.settings.get("RPG", "DefaultCameraName", "camera1") |
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45 self._cameras = {} |
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46 |
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47 self._actorlayer = None |
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48 |
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49 self._player = None |
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50 self._objectlist = {} |
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51 |
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52 def createScene(self, mapfilename): |
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53 if not self._map: |
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54 self._map = loadMapFile(mapfilename, self._gamecontroller.engine) |
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55 else: |
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56 self.destroyScene() |
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57 |
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58 for cam in self._map.getCameras(): |
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59 self._cameras[cam.getId()] = cam |
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60 |
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61 self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 2.0)) |
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62 |
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63 self._actorlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ActorLayer", "actor_layer")) |
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64 self._itemlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ItemLayer", "item_layer")) |
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65 |
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66 self._player = Player(self._gamecontroller, "warrior") |
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67 |
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68 mapname = os.path.splitext(os.path.basename(mapfilename)) |
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69 objectfile = "maps/" + mapname[0] + "_objects.xml" |
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70 itemfile = "maps/allobjects.xml" |
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71 objectsettings = Setting(app_name="",settings_file=objectfile) |
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72 itemsettings = Setting(app_name="", settings_file=itemfile) |
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73 |
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74 for item in objectsettings.get("items", "itemlist", []): |
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75 itemdict = objectsettings.get("items", item, {}) |
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76 modeldict = itemsettings.get("models", itemdict["typename"]) |
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77 |
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78 if itemdict["typename"] == "GoldStack": |
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79 newitem = GoldStack(self._gamecontroller, modeldict["model"], item) |
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80 #newitem.value = itemdict["value"] |
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81 print itemdict["value"] |
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82 else: |
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83 newitem = BaseItem(self._gamecontroller, modeldict["model"], item) |
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84 |
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85 self._objectlist[newitem.instance.getId()] = newitem |
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86 |
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87 for npc in objectsettings.get("npcs", "npclist", []): |
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88 objdict = objectsettings.get("npcs", npc, {}) |
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89 modeldict = itemsettings.get("models", objdict["typename"]) |
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90 |
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91 if modeldict["type"] == "QUESTGIVER": |
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92 actor = QuestGiver(self._gamecontroller, modeldict["model"], npc, True) |
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93 questcount = itemsettings.get(npc, "questcount", 0) |
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Player can now receive a quest, accept it, and complete it. Quests do not have any requirements (i.e. bring me back an item.. etc etc) to be completed at this time.
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94 for x in range(1,questcount+1): |
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95 quest = "quest" + str(x) |
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96 (qname, qtext) = itemsettings.get(npc, quest, []) |
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97 actor.addQuest(Quest(actor, qname, qtext)) |
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98 |
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99 elif modeldict["type"] == "NPC": |
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100 actor = Actor(self._gamecontroller, modeldict["model"], npc, True) |
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101 |
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102 actor.setMapPosition(float(objdict["posx"]), float(objdict["posy"])) |
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103 self._objectlist[actor.instance.getId()] = actor |
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104 |
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105 |
512
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106 def destroyScene(self): |
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107 self._cameras.clear() |
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108 |
518
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109 self._player.destroy() |
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110 |
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111 for obj in self._objectlist.values(): |
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112 obj.destroy() |
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113 |
512
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114 if self._map: |
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115 self._gamecontroller.engine.getModel().deleteMap(self._map) |
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116 |
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117 self._map = None |
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118 self._actorlayer = None |
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119 |
518
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120 self._player = None |
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121 self._objectlist.clear() |
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122 |
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123 def getInstancesAt(self, clickpoint): |
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124 """ |
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125 Query the main camera for instances on the actor layer. |
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126 """ |
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127 return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, self._actorlayer) |
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128 |
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129 def getLocationAt(self, clickpoint): |
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130 """ |
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131 Query the main camera for the Map location (on the actor layer) |
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132 that a screen point refers to. |
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133 """ |
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134 target_mapcoord = self._cameras[self._maincameraname].toMapCoordinates(clickpoint, False) |
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135 target_mapcoord.z = 0 |
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136 location = fife.Location(self._actorlayer) |
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137 location.setMapCoordinates(target_mapcoord) |
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138 return location |
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139 |
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140 def updateScene(self): |
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141 pass |
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142 |
513
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143 def _getActorLayer(self): |
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144 return self._actorlayer |
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145 |
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146 def _getItemLayer(self): |
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147 return self._itemlayer |
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148 |
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149 def _getCameras(self): |
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150 return self._cameras |
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151 |
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152 def _getPlayer(self): |
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153 return self._player |
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154 |
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155 def _getObjectList(self): |
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156 return self._objectlist |
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157 |
523
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158 def _getMap(self): |
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159 return self._map |
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160 |
513
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161 actorlayer = property(_getActorLayer) |
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162 itemlayer = property(_getItemLayer) |
516
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163 cameras = property(_getCameras) |
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164 player = property(_getPlayer) |
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165 objectlist = property(_getObjectList) |
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166 map = property(_getMap) |
513
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167 |