Mercurial > fife-parpg
annotate demos/rpg/scripts/scene.py @ 550:d0282579668c
Added QuestManager. The player can now move from map to map and the state of the quests remains persistent. Both quests the NPC gives you are now completable. Still have to clean up the quest loading code.
Started adding more comments.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Tue, 15 Jun 2010 17:53:20 +0000 |
parents | e59ece21ab3e |
children | 3b933753cba8 |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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1 #!/usr/bin/env python |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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2 |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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3 # -*- coding: utf-8 -*- |
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4 |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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5 # #################################################################### |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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6 # Copyright (C) 2005-2010 by the FIFE team |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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7 # http://www.fifengine.net |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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8 # This file is part of FIFE. |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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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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Added the Scene which loads the town map. It is no longer a black screen demo.
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13 # version 2.1 of the License, or (at your option) any later version. |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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14 # |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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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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Added the Scene which loads the town map. It is no longer a black screen demo.
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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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Added the Scene which loads the town map. It is no longer a black screen demo.
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19 # |
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20 # You should have received a copy of the GNU Lesser General Public |
6ddb1eb9dfa6
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 |
6ddb1eb9dfa6
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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Added the Scene which loads the town map. It is no longer a black screen demo.
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25 # This is the rio de hola client for FIFE. |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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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 |
6ddb1eb9dfa6
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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Added the Scene which loads the town map. It is no longer a black screen demo.
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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 |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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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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65a92a2449d5
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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2e739ae9a8bc
Some misc code cleanup.
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39 from scripts.objects.items import BaseItem, GoldStack, Portal |
536
1afe46247ab1
Some misc code cleanup.
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40 from scripts.misc.exceptions import ObjectNotFoundError, ObjectAlreadyInSceneError |
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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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Added the Scene which loads the town map. It is no longer a black screen demo.
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43 def __init__(self, gamecontroller): |
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44 self._gamecontroller = gamecontroller |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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45 |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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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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Added the Scene which loads the town map. It is no longer a black screen demo.
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49 self._cameras = {} |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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50 |
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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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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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Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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53 self._player = None |
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Added a quest dialog.
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54 self._objectlist = {} |
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Added the loadActor and loadItem functions so you can load single items at any time.
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55 |
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Added the loadActor and loadItem functions so you can load single items at any time.
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56 self._objectsettings = None |
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Added the loadActor and loadItem functions so you can load single items at any time.
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57 self._modelsettings = None |
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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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58 self._questsettings = None |
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Added the loadActor and loadItem functions so you can load single items at any time.
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59 |
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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60 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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61 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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62 identifier = 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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63 else: |
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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 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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65 |
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Added the spawn console command.
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66 try: |
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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67 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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68 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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69 |
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Added the spawn console command.
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70 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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71 |
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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72 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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73 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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74 elif objdict["type"] == "PORTAL": |
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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75 newobject = Portal(self._gamecontroller, self.itemlayer, objdict["type"], objectname, modeldict["model"], identifier) |
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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76 elif objdict["type"] == "QUESTGIVER": |
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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77 newobject = QuestGiver(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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78 |
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 for quest in self._questsettings.get(identifier, "questlist", []): |
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 questdict = self._questsettings.get(identifier, quest, {}) |
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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81 |
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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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82 if questdict['type'] == "RETURN_ITEM": |
550
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Added QuestManager. The player can now move from map to map and the state of the quests remains persistent. Both quests the NPC gives you are now completable. Still have to clean up the quest loading code.
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83 questobj = ReturnItemQuest(newobject.id, quest, questdict['name'], questdict['desc']) |
546
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84 for ritem in self._questsettings.get(quest+"_items", "itemlist", []): |
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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85 itemdict = self._questsettings.get(quest+"_items", ritem, {}) |
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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86 if itemdict["name"] == "GOLD_COINS": |
8fee2d2286e9
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87 questobj.addRequiredGold(int(itemdict['value'])) |
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88 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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89 questobj.addRequiredItem(ritem) |
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90 else: |
550
d0282579668c
Added QuestManager. The player can now move from map to map and the state of the quests remains persistent. Both quests the NPC gives you are now completable. Still have to clean up the quest loading code.
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91 questobj = Quest(newobject.id, quest, questdict['name'], questdict['desc']) |
546
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92 |
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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93 newobject.addQuest(questobj) |
550
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94 |
d0282579668c
Added QuestManager. The player can now move from map to map and the state of the quests remains persistent. Both quests the NPC gives you are now completable. Still have to clean up the quest loading code.
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95 #add quest to quest manager as well |
d0282579668c
Added QuestManager. The player can now move from map to map and the state of the quests remains persistent. Both quests the NPC gives you are now completable. Still have to clean up the quest loading code.
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96 self._gamecontroller.questmanager.addQuest(questobj) |
546
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97 |
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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98 elif objdict["type"] == "NPC": |
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99 newobject = Actor(self._gamecontroller, self.actorlayer, objdict["type"], objectname, modeldict["model"], identifier, True) |
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100 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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101 return 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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102 |
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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103 if valuedict: |
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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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104 newobject.deserialize(valuedict) |
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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105 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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106 newobject.deserialize(objdict) |
530
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Added the loadActor and loadItem functions so you can load single items at any time.
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107 |
535
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108 except KeyError, e: |
536
1afe46247ab1
Some misc code cleanup.
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109 raise ObjectNotFoundError |
531
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Added the spawn console command.
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110 |
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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111 return newobject |
530
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112 |
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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113 def loadObjects(self, mapfilename): |
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114 for obj in self._objectsettings.get("objects", "objectlist", []): |
535
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115 try: |
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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116 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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117 newobj = self.loadObject(objdict["objectname"], obj, objdict) |
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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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118 self._gamecontroller.logger.log_debug("Loaded object: " + obj) |
535
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119 except ObjectNotFoundError, e: |
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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120 self._gamecontroller.logger.log_error("Error while loading object: " + obj) |
535
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121 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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122 |
536
1afe46247ab1
Some misc code cleanup.
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123 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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124 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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125 self.addObjectToScene(newobj) |
536
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126 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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127 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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128 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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129 |
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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130 def createPlayerObject(self): |
528
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Cleaned up the createScene function.
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131 """ |
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132 @todo: once we have all art assets this should be able to load one of 3 player models |
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133 """ |
540
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Some misc code cleanup.
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134 modeldict = self._modelsettings.get("models", "Player", {}) |
528
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135 |
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Cleaned up the createScene function.
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136 loadImportFile(modeldict["file"], self._gamecontroller.engine) |
543
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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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137 self._player = Player(self._gamecontroller, self.actorlayer, "warrior") |
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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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138 |
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 playerfilename = os.path.join("saves", "player_save.xml") |
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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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140 |
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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141 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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142 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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143 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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144 self._player.deserialize(pvals) |
528
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145 |
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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146 def createScene(self, mapname): |
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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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147 mapfilename = os.path.join("maps", mapname + ".xml") |
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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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148 |
540
2e739ae9a8bc
Some misc code cleanup.
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149 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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150 self.destroyScene() |
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151 |
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152 self._map = loadMapFile(mapfilename, self._gamecontroller.engine) |
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153 |
543
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154 self._mapname = mapname |
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155 |
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156 if os.path.isfile(os.path.join("saves", mapname + "_save.xml")): |
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157 objectfile = os.path.join("saves", mapname + "_save.xml") |
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158 else: |
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159 objectfile = os.path.join("maps", mapname + "_objects.xml") |
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160 |
530
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161 modelfile = self._gamecontroller.settings.get("RPG", "AllObjectFile", "maps/allobjects.xml") |
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162 questfile = self._gamecontroller.settings.get("RPG", "QuestFile", "maps/quests.xml") |
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163 |
546
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164 self._objectsettings = Setting(settings_file=objectfile) |
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165 self._modelsettings = Setting(settings_file=modelfile) |
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166 self._questsettings = Setting(settings_file=questfile) |
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167 |
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168 for cam in self._map.getCameras(): |
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169 self._cameras[cam.getId()] = cam |
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170 |
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171 self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 1.0)) |
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172 |
513
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173 self._actorlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ActorLayer", "actor_layer")) |
524
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174 self._itemlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ItemLayer", "item_layer")) |
513
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175 |
546
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176 #self.loadItems(mapfilename) |
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177 #self.loadActors(mapfilename) |
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178 self.loadObjects(mapfilename) |
520
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179 |
528
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180 #finally load the player |
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181 self.createPlayerObject() |
518
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182 |
512
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183 def destroyScene(self): |
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184 for obj in self._objectlist.values(): |
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185 obj.destroy() |
518
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186 |
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187 self._objectlist.clear() |
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188 self._objectlist = {} |
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189 self._cameras.clear() |
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190 self._cameras = {} |
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191 |
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192 self._player.destroy() |
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193 self._player = None |
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194 |
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195 for cam in self._map.getCameras(): |
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196 cam.resetRenderers() |
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197 |
512
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198 if self._map: |
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199 self._gamecontroller.engine.getModel().deleteMap(self._map) |
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200 |
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201 retval = self._gamecontroller.engine.getModel().deleteObjects() |
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202 |
512
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203 self._map = None |
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204 self._mapname = None |
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205 |
513
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206 self._actorlayer = None |
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207 self._itemlayer = None |
516
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208 |
530
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209 self._objectsettings = None |
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210 self._modelsettings = None |
546
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211 self._questsettings = None |
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212 |
528
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213 def getInstancesAt(self, clickpoint, layer): |
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214 """ |
528
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215 Query the main camera for instances on the specified layer. |
516
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216 """ |
528
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217 return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, layer) |
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218 |
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219 def getLocationAt(self, clickpoint): |
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220 """ |
519
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221 Query the main camera for the Map location (on the actor layer) |
516
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222 that a screen point refers to. |
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223 """ |
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224 target_mapcoord = self._cameras[self._maincameraname].toMapCoordinates(clickpoint, False) |
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225 target_mapcoord.z = 0 |
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226 location = fife.Location(self._actorlayer) |
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227 location.setMapCoordinates(target_mapcoord) |
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228 return location |
529
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229 |
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230 def addObjectToScene(self, obj): |
531
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231 if not self._objectlist.has_key(obj.id): |
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232 self._objectlist[obj.id] = obj |
536
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233 else: |
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234 obj.destroy() |
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235 raise ObjectAlreadyInSceneError |
537
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236 |
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237 def getObject(self, objid): |
546
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238 """ |
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239 @todo: throw ObjectNowFoundError |
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240 """ |
537
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241 if self._objectlist.has_key(objid): |
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Added the move command.
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242 return self._objectlist[objid] |
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Added the move command.
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243 else: |
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Added the move command.
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244 return None |
529
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Changed the quest format in the object xml file.
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245 |
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246 def removeObjectFromScene(self, obj): |
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247 obj.destroy() |
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248 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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249 |
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250 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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251 filename = os.path.join("saves", self._mapname + "_save.xml") |
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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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252 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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253 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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254 player_settings = Setting(settings_file=playerfilename, copy_dist=False) |
cb7ec12214a9
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255 |
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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256 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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257 |
cb7ec12214a9
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258 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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259 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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260 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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261 objectlist.append(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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262 |
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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263 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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parents:
542
diff
changeset
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264 |
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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265 pvals = self._player.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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266 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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parents:
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diff
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267 |
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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parents:
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diff
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268 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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269 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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270 |
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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271 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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272 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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273 createScene(self._mapname) |
529
d0bce896a526
Changed the quest format in the object xml file.
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274 |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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275 def updateScene(self): |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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276 pass |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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277 |
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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278 def _getActorLayer(self): |
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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279 return self._actorlayer |
524
6037f79b0dcf
Multiple quests now work.
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280 |
6037f79b0dcf
Multiple quests now work.
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281 def _getItemLayer(self): |
6037f79b0dcf
Multiple quests now work.
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282 return self._itemlayer |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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283 |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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284 def _getCameras(self): |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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285 return self._cameras |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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286 |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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287 def _getPlayer(self): |
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Added some placeholder graphics for the warrior. The player can now walk around the map.
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288 return self._player |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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289 |
520
b6bd314df28a
Added a quest dialog.
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290 def _getObjectList(self): |
b6bd314df28a
Added a quest dialog.
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diff
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291 return self._objectlist |
b6bd314df28a
Added a quest dialog.
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519
diff
changeset
|
292 |
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.
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521
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293 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.
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294 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.
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295 |
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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296 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.
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297 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.
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521
diff
changeset
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298 |
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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299 actorlayer = property(_getActorLayer) |
524
6037f79b0dcf
Multiple quests now work.
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changeset
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300 itemlayer = property(_getItemLayer) |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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parents:
513
diff
changeset
|
301 cameras = property(_getCameras) |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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302 player = property(_getPlayer) |
520
b6bd314df28a
Added a quest dialog.
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303 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.
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304 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.
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542
diff
changeset
|
305 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
|
306 |