Mercurial > fife-parpg
annotate demos/rpg/scripts/scene.py @ 551:3b933753cba8
QuestManager now loads all quests.
Added some more comments.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Tue, 15 Jun 2010 21:13:01 +0000 |
parents | d0282579668c |
children | 69d50e751c9a |
rev | line source |
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512
6ddb1eb9dfa6
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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Added the Scene which loads the town map. It is no longer a black screen demo.
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11 # modify it under the terms 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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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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Added the Scene which loads the town map. It is no longer a black screen demo.
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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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Added the Scene which loads the town map. It is no longer a black screen demo.
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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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Added the Scene which loads the town map. It is no longer a black screen demo.
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23 # 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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24 # #################################################################### |
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25 # This is the rio de hola client for FIFE. |
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26 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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27 import sys, os, re, math, random, shutil, uuid |
512
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28 |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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29 from fife import fife |
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30 from fife.extensions.loaders import loadMapFile |
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796d49ab9380
Cleaned up the createScene function.
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31 from fife.extensions.loaders import loadImportFile |
520
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Added a quest dialog.
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32 from fife.extensions.fife_settings import Setting |
512
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33 |
518
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Added the PlayerActionListener.
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34 from scripts.actors.baseactor import Actor |
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Doing some re-factoring.
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35 from scripts.actors.questgiver import QuestGiver |
542
67f6f3538e88
Refactored the Quest class a bit. Made it a base class for other possible quest types. Added the RETURN_ITEM quest type.
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36 from scripts.quests.basequest import Quest, ReturnItemQuest, QuestTypes |
513
edf5c0cf52f3
Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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37 from scripts.actors.player import Player |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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38 from scripts.objects.baseobject import GameObjectTypes, getModuleByType |
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Some misc code cleanup.
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39 from scripts.objects.items import BaseItem, GoldStack, Portal |
536
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Some misc code cleanup.
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40 from scripts.misc.exceptions import ObjectNotFoundError, ObjectAlreadyInSceneError |
513
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Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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41 |
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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42 class Scene(object): |
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43 def __init__(self, gamecontroller): |
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44 self._gamecontroller = gamecontroller |
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45 |
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46 self._map = None |
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Added the loadActor and loadItem functions so you can load single items at any time.
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47 self._mapname = None |
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Added some placeholder graphics for the warrior. The player can now walk around the map.
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48 self._maincameraname = self._gamecontroller.settings.get("RPG", "DefaultCameraName", "camera1") |
512
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49 self._cameras = {} |
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50 |
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51 self._actorlayer = None |
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Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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52 |
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53 self._player = None |
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54 self._objectlist = {} |
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55 |
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56 self._objectsettings = None |
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57 self._modelsettings = None |
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58 |
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8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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59 def loadObject(self, objectname, objectid=None, valuedict=None): |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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60 if objectid: |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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61 identifier = objectid |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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62 else: |
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e59ece21ab3e
Item serialization will now assume some default values if they are not found in the save files.
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63 identifier = str(uuid.uuid1()) |
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Item serialization will now assume some default values if they are not found in the save files.
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64 |
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Added the spawn console command.
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65 try: |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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66 objdict = self._modelsettings.get("objects", objectname, {}) |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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67 modeldict = self._modelsettings.get("models", objdict["modelname"], {}) |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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68 |
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Added the spawn console command.
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69 loadImportFile(modeldict["file"], self._gamecontroller.engine) |
546
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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70 |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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71 if objdict["type"] == "GOLD": |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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72 newobject = GoldStack(self._gamecontroller, self.itemlayer, objdict["type"], objectname, modeldict["model"], identifier) |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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73 elif objdict["type"] == "PORTAL": |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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74 newobject = Portal(self._gamecontroller, self.itemlayer, objdict["type"], objectname, modeldict["model"], identifier) |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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75 elif objdict["type"] == "QUESTGIVER": |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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76 newobject = QuestGiver(self._gamecontroller, self.actorlayer, objdict["type"], objectname, modeldict["model"], identifier, True) |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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77 elif objdict["type"] == "NPC": |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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78 newobject = Actor(self._gamecontroller, self.actorlayer, objdict["type"], objectname, modeldict["model"], identifier, True) |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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79 else: |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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80 return None |
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QuestManager now loads all quests.
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81 |
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82 #if the valuedict is supplied it overrides the loaded default values |
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83 if valuedict: |
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84 newobject.deserialize(valuedict) |
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85 else: |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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86 newobject.deserialize(objdict) |
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Added the loadActor and loadItem functions so you can load single items at any time.
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87 |
535
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88 except KeyError, e: |
536
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Some misc code cleanup.
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89 raise ObjectNotFoundError |
531
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90 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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91 return newobject |
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92 |
546
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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93 def loadObjects(self, mapfilename): |
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94 for obj in self._objectsettings.get("objects", "objectlist", []): |
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95 try: |
546
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96 objdict = self._objectsettings.get("objects", obj, {}) |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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97 newobj = self.loadObject(objdict["objectname"], obj, objdict) |
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98 self._gamecontroller.logger.log_debug("Loaded object: " + obj) |
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99 except ObjectNotFoundError, e: |
546
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100 self._gamecontroller.logger.log_error("Error while loading object: " + obj) |
535
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101 continue |
546
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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102 |
536
1afe46247ab1
Some misc code cleanup.
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103 try: |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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104 if newobj: |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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105 self.addObjectToScene(newobj) |
536
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106 except ObjectAlreadyInSceneError, e: |
546
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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107 self._gamecontroller.logger.log_error("Object already part of scene:" + obj) |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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108 continue |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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109 |
542
67f6f3538e88
Refactored the Quest class a bit. Made it a base class for other possible quest types. Added the RETURN_ITEM quest type.
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110 def createPlayerObject(self): |
528
796d49ab9380
Cleaned up the createScene function.
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111 """ |
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Cleaned up the createScene function.
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112 @todo: once we have all art assets this should be able to load one of 3 player models |
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113 """ |
540
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Some misc code cleanup.
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114 modeldict = self._modelsettings.get("models", "Player", {}) |
528
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115 |
796d49ab9380
Cleaned up the createScene function.
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116 loadImportFile(modeldict["file"], self._gamecontroller.engine) |
543
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117 self._player = Player(self._gamecontroller, self.actorlayer, "warrior") |
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118 |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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119 playerfilename = os.path.join("saves", "player_save.xml") |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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120 |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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121 if os.path.isfile(playerfilename): |
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Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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122 player_settings = Setting(settings_file=playerfilename, copy_dist=False) |
546
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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123 pvals = player_settings.get("player", "player", {}) |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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124 self._player.deserialize(pvals) |
528
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125 |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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126 def createScene(self, mapname): |
cb7ec12214a9
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127 mapfilename = os.path.join("maps", mapname + ".xml") |
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128 |
540
2e739ae9a8bc
Some misc code cleanup.
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129 if self._map: |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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130 self.destroyScene() |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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131 |
540
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Some misc code cleanup.
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132 self._map = loadMapFile(mapfilename, self._gamecontroller.engine) |
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133 |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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134 self._mapname = mapname |
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135 |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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136 if os.path.isfile(os.path.join("saves", mapname + "_save.xml")): |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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137 objectfile = os.path.join("saves", mapname + "_save.xml") |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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138 else: |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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139 objectfile = os.path.join("maps", mapname + "_objects.xml") |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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140 |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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141 modelfile = self._gamecontroller.settings.get("RPG", "AllObjectFile", "maps/allobjects.xml") |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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142 questfile = self._gamecontroller.settings.get("RPG", "QuestFile", "maps/quests.xml") |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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143 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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144 self._objectsettings = Setting(settings_file=objectfile) |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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145 self._modelsettings = Setting(settings_file=modelfile) |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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146 |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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147 for cam in self._map.getCameras(): |
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148 self._cameras[cam.getId()] = cam |
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149 |
540
2e739ae9a8bc
Some misc code cleanup.
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150 self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 1.0)) |
2e739ae9a8bc
Some misc code cleanup.
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|
151 |
513
edf5c0cf52f3
Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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diff
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152 self._actorlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ActorLayer", "actor_layer")) |
524
6037f79b0dcf
Multiple quests now work.
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153 self._itemlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ItemLayer", "item_layer")) |
513
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Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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154 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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155 self.loadObjects(mapfilename) |
520
b6bd314df28a
Added a quest dialog.
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519
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|
156 |
528
796d49ab9380
Cleaned up the createScene function.
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|
157 #finally load the player |
542
67f6f3538e88
Refactored the Quest class a bit. Made it a base class for other possible quest types. Added the RETURN_ITEM quest type.
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158 self.createPlayerObject() |
518
e4cd18a179af
Added the PlayerActionListener.
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516
diff
changeset
|
159 |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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changeset
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160 def destroyScene(self): |
520
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161 for obj in self._objectlist.values(): |
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162 obj.destroy() |
518
e4cd18a179af
Added the PlayerActionListener.
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163 |
540
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164 self._objectlist.clear() |
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165 self._objectlist = {} |
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166 self._cameras.clear() |
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167 self._cameras = {} |
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168 |
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169 self._player.destroy() |
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170 self._player = None |
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171 |
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172 for cam in self._map.getCameras(): |
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173 cam.resetRenderers() |
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174 |
512
6ddb1eb9dfa6
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175 if self._map: |
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176 self._gamecontroller.engine.getModel().deleteMap(self._map) |
540
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177 |
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178 retval = self._gamecontroller.engine.getModel().deleteObjects() |
530
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179 |
512
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180 self._map = None |
530
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181 self._mapname = None |
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182 |
513
edf5c0cf52f3
Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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183 self._actorlayer = None |
530
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184 self._itemlayer = None |
516
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185 |
530
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186 self._objectsettings = None |
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187 self._modelsettings = None |
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188 |
528
796d49ab9380
Cleaned up the createScene function.
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189 def getInstancesAt(self, clickpoint, layer): |
516
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190 """ |
528
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191 Query the main camera for instances on the specified layer. |
516
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192 """ |
528
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193 return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, layer) |
516
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194 |
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195 def getLocationAt(self, clickpoint): |
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196 """ |
519
14f777be6b94
Added a rudimentary Action class.
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197 Query the main camera for the Map location (on the actor layer) |
516
d70fc46c8aa5
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198 that a screen point refers to. |
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|
199 """ |
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200 target_mapcoord = self._cameras[self._maincameraname].toMapCoordinates(clickpoint, False) |
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201 target_mapcoord.z = 0 |
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202 location = fife.Location(self._actorlayer) |
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203 location.setMapCoordinates(target_mapcoord) |
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204 return location |
529
d0bce896a526
Changed the quest format in the object xml file.
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205 |
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diff
changeset
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206 def addObjectToScene(self, obj): |
531
801746c5bb9a
Added the spawn console command.
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changeset
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207 if not self._objectlist.has_key(obj.id): |
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Added the spawn console command.
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208 self._objectlist[obj.id] = obj |
536
1afe46247ab1
Some misc code cleanup.
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209 else: |
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Some misc code cleanup.
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diff
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210 obj.destroy() |
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diff
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211 raise ObjectAlreadyInSceneError |
537
764510a6d2f9
Added the move command.
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212 |
764510a6d2f9
Added the move command.
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213 def getObject(self, objid): |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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diff
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214 """ |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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215 @todo: throw ObjectNowFoundError |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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216 """ |
537
764510a6d2f9
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diff
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217 if self._objectlist.has_key(objid): |
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Added the move command.
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diff
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218 return self._objectlist[objid] |
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219 else: |
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220 return None |
529
d0bce896a526
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221 |
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diff
changeset
|
222 def removeObjectFromScene(self, obj): |
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223 obj.destroy() |
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diff
changeset
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224 del self._objectlist[obj.id] |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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225 |
cb7ec12214a9
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diff
changeset
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226 def serialize(self): |
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Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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227 filename = os.path.join("saves", self._mapname + "_save.xml") |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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228 playerfilename = os.path.join("saves", "player_save.xml") |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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229 map_settings = Setting(settings_file=filename, copy_dist=False) |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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230 player_settings = Setting(settings_file=playerfilename, copy_dist=False) |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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231 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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232 objectlist = [] |
543
cb7ec12214a9
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233 |
cb7ec12214a9
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|
234 for obj in self._objectlist.values(): |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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changeset
|
235 ovals = obj.serialize() |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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changeset
|
236 map_settings.set("objects", obj.id, ovals) |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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|
237 objectlist.append(obj.id) |
543
cb7ec12214a9
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238 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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diff
changeset
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239 map_settings.set("objects", "objectlist", objectlist) |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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diff
changeset
|
240 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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changeset
|
241 pvals = self._player.serialize() |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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changeset
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242 player_settings.set("player", "player", pvals) |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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243 |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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diff
changeset
|
244 map_settings.saveSettings() |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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diff
changeset
|
245 player_settings.saveSettings() |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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diff
changeset
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246 |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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changeset
|
247 def deserialize(self): |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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changeset
|
248 if self._mapname: |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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249 createScene(self._mapname) |
529
d0bce896a526
Changed the quest format in the object xml file.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
528
diff
changeset
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250 |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
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251 def updateScene(self): |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
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252 pass |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
changeset
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253 |
513
edf5c0cf52f3
Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
512
diff
changeset
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254 def _getActorLayer(self): |
edf5c0cf52f3
Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
512
diff
changeset
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255 return self._actorlayer |
524
6037f79b0dcf
Multiple quests now work.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
523
diff
changeset
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256 |
6037f79b0dcf
Multiple quests now work.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
523
diff
changeset
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257 def _getItemLayer(self): |
6037f79b0dcf
Multiple quests now work.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
523
diff
changeset
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258 return self._itemlayer |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
513
diff
changeset
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259 |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
513
diff
changeset
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260 def _getCameras(self): |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
513
diff
changeset
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261 return self._cameras |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
513
diff
changeset
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262 |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
513
diff
changeset
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263 def _getPlayer(self): |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
513
diff
changeset
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264 return self._player |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
513
diff
changeset
|
265 |
520
b6bd314df28a
Added a quest dialog.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
519
diff
changeset
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266 def _getObjectList(self): |
b6bd314df28a
Added a quest dialog.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
519
diff
changeset
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267 return self._objectlist |
b6bd314df28a
Added a quest dialog.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
519
diff
changeset
|
268 |
523
d01eb65b2726
Enabling the FloatingTextRenderer for the RPG demo. The NPC now complains at you if he doesn't have a quest to give you.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
521
diff
changeset
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269 def _getMap(self): |
d01eb65b2726
Enabling the FloatingTextRenderer for the RPG demo. The NPC now complains at you if he doesn't have a quest to give you.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
521
diff
changeset
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270 return self._map |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
271 |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
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272 def _getMapName(self): |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
273 return self._mapname |
523
d01eb65b2726
Enabling the FloatingTextRenderer for the RPG demo. The NPC now complains at you if he doesn't have a quest to give you.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
521
diff
changeset
|
274 |
513
edf5c0cf52f3
Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
512
diff
changeset
|
275 actorlayer = property(_getActorLayer) |
524
6037f79b0dcf
Multiple quests now work.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
523
diff
changeset
|
276 itemlayer = property(_getItemLayer) |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
513
diff
changeset
|
277 cameras = property(_getCameras) |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
513
diff
changeset
|
278 player = property(_getPlayer) |
520
b6bd314df28a
Added a quest dialog.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
519
diff
changeset
|
279 objectlist = property(_getObjectList) |
523
d01eb65b2726
Enabling the FloatingTextRenderer for the RPG demo. The NPC now complains at you if he doesn't have a quest to give you.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
521
diff
changeset
|
280 map = property(_getMap) |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
281 mapname = property(_getMapName) |
513
edf5c0cf52f3
Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
512
diff
changeset
|
282 |