Mercurial > fife-parpg
annotate demos/rpg/scripts/scene.py @ 547:e59ece21ab3e
Item serialization will now assume some default values if they are not found in the save files.
The 'spawn' console command can now spawn items with default values.
Cleaned up some print statements.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 04 Jun 2010 21:01:34 +0000 |
parents | 8fee2d2286e9 |
children | d0282579668c |
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 |
6ddb1eb9dfa6
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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Added the Scene which loads the town map. It is no longer a black screen demo.
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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 # #################################################################### |
6ddb1eb9dfa6
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 |
6ddb1eb9dfa6
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 |
6ddb1eb9dfa6
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 # |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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10 # FIFE is free software; you can redistribute it and/or |
6ddb1eb9dfa6
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 |
6ddb1eb9dfa6
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 |
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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13 # version 2.1 of the License, or (at your option) any later version. |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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14 # |
6ddb1eb9dfa6
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, |
6ddb1eb9dfa6
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 |
6ddb1eb9dfa6
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 |
6ddb1eb9dfa6
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. |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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19 # |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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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., |
6ddb1eb9dfa6
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 |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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24 # #################################################################### |
6ddb1eb9dfa6
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. |
6ddb1eb9dfa6
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
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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28 |
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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29 from fife import fife |
6ddb1eb9dfa6
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 |
528
796d49ab9380
Cleaned up the createScene function.
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31 from fife.extensions.loaders import loadImportFile |
520
b6bd314df28a
Added a quest dialog.
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32 from fife.extensions.fife_settings import Setting |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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33 |
518
e4cd18a179af
Added the PlayerActionListener.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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34 from scripts.actors.baseactor import Actor |
534
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 |
540
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 |
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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41 |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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42 class Scene(object): |
6ddb1eb9dfa6
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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Added the Scene which loads the town map. It is no longer a black screen demo.
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44 self._gamecontroller = gamecontroller |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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45 |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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46 self._map = None |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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47 self._mapname = None |
516
d70fc46c8aa5
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
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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49 self._cameras = {} |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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50 |
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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51 self._actorlayer = None |
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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52 |
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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53 self._player = None |
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Added a quest dialog.
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54 self._objectlist = {} |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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55 |
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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56 self._objectsettings = None |
ea26e7b6f56c
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 |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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59 |
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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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: |
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 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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63 else: |
547
e59ece21ab3e
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()) |
e59ece21ab3e
Item serialization will now assume some default values if they are not found in the save files.
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65 |
531
801746c5bb9a
Added the spawn console command.
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66 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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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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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69 |
531
801746c5bb9a
Added the spawn console command.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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70 loadImportFile(modeldict["file"], self._gamecontroller.engine) |
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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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": |
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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73 newobject = GoldStack(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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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": |
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83 questobj = ReturnItemQuest(newobject, questdict['name'], questdict['desc']) |
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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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
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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87 questobj.addRequiredGold(int(itemdict['value'])) |
8fee2d2286e9
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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) |
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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90 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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91 questobj = Quest(actor, questdict['name'], questdict['desc']) |
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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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) |
8fee2d2286e9
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94 |
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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95 elif objdict["type"] == "NPC": |
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96 newobject = Actor(self._gamecontroller, self.actorlayer, objdict["type"], objectname, modeldict["model"], identifier, True) |
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97 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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98 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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99 |
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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100 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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101 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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102 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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103 newobject.deserialize(objdict) |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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104 |
535
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105 except KeyError, e: |
536
1afe46247ab1
Some misc code cleanup.
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106 raise ObjectNotFoundError |
531
801746c5bb9a
Added the spawn console command.
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107 |
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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108 return newobject |
530
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109 |
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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110 def loadObjects(self, mapfilename): |
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111 for obj in self._objectsettings.get("objects", "objectlist", []): |
535
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112 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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113 objdict = self._objectsettings.get("objects", obj, {}) |
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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114 newobj = self.loadObject(objdict["objectname"], obj, objdict) |
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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115 self._gamecontroller.logger.log_debug("Loaded object: " + obj) |
535
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116 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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117 self._gamecontroller.logger.log_error("Error while loading object: " + obj) |
535
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118 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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119 |
536
1afe46247ab1
Some misc code cleanup.
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120 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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121 if newobj: |
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 self.addObjectToScene(newobj) |
536
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123 except ObjectAlreadyInSceneError, 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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124 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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125 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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126 |
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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127 def createPlayerObject(self): |
528
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Cleaned up the createScene function.
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128 """ |
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129 @todo: once we have all art assets this should be able to load one of 3 player models |
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130 """ |
540
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131 modeldict = self._modelsettings.get("models", "Player", {}) |
528
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132 |
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133 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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134 self._player = Player(self._gamecontroller, self.actorlayer, "warrior") |
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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 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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137 |
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 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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139 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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140 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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141 self._player.deserialize(pvals) |
528
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142 |
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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143 def createScene(self, mapname): |
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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144 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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145 |
540
2e739ae9a8bc
Some misc code cleanup.
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146 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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147 self.destroyScene() |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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148 |
540
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Some misc code cleanup.
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149 self._map = loadMapFile(mapfilename, self._gamecontroller.engine) |
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150 |
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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151 self._mapname = mapname |
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152 |
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153 if os.path.isfile(os.path.join("saves", mapname + "_save.xml")): |
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154 objectfile = os.path.join("saves", mapname + "_save.xml") |
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155 else: |
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156 objectfile = os.path.join("maps", mapname + "_objects.xml") |
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157 |
530
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158 modelfile = self._gamecontroller.settings.get("RPG", "AllObjectFile", "maps/allobjects.xml") |
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159 questfile = self._gamecontroller.settings.get("RPG", "QuestFile", "maps/quests.xml") |
530
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160 |
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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161 self._objectsettings = Setting(settings_file=objectfile) |
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162 self._modelsettings = Setting(settings_file=modelfile) |
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163 self._questsettings = Setting(settings_file=questfile) |
512
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164 |
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165 for cam in self._map.getCameras(): |
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166 self._cameras[cam.getId()] = cam |
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167 |
540
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168 self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 1.0)) |
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169 |
513
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170 self._actorlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ActorLayer", "actor_layer")) |
524
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171 self._itemlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ItemLayer", "item_layer")) |
513
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172 |
546
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173 #self.loadItems(mapfilename) |
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174 #self.loadActors(mapfilename) |
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175 self.loadObjects(mapfilename) |
520
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176 |
528
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177 #finally load the player |
542
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178 self.createPlayerObject() |
518
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179 |
512
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180 def destroyScene(self): |
520
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181 for obj in self._objectlist.values(): |
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182 obj.destroy() |
518
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183 |
540
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184 self._objectlist.clear() |
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185 self._objectlist = {} |
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186 self._cameras.clear() |
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187 self._cameras = {} |
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188 |
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189 self._player.destroy() |
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190 self._player = None |
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191 |
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192 for cam in self._map.getCameras(): |
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193 cam.resetRenderers() |
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194 |
512
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195 if self._map: |
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196 self._gamecontroller.engine.getModel().deleteMap(self._map) |
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197 |
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198 retval = self._gamecontroller.engine.getModel().deleteObjects() |
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199 |
512
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200 self._map = None |
530
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201 self._mapname = None |
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202 |
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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203 self._actorlayer = None |
530
ea26e7b6f56c
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204 self._itemlayer = None |
516
d70fc46c8aa5
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205 |
530
ea26e7b6f56c
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206 self._objectsettings = None |
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207 self._modelsettings = None |
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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208 self._questsettings = None |
530
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209 |
528
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210 def getInstancesAt(self, clickpoint, layer): |
516
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211 """ |
528
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212 Query the main camera for instances on the specified layer. |
516
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213 """ |
528
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214 return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, layer) |
516
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215 |
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216 def getLocationAt(self, clickpoint): |
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217 """ |
519
14f777be6b94
Added a rudimentary Action class.
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218 Query the main camera for the Map location (on the actor layer) |
516
d70fc46c8aa5
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|
219 that a screen point refers to. |
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220 """ |
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221 target_mapcoord = self._cameras[self._maincameraname].toMapCoordinates(clickpoint, False) |
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222 target_mapcoord.z = 0 |
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223 location = fife.Location(self._actorlayer) |
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224 location.setMapCoordinates(target_mapcoord) |
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225 return location |
529
d0bce896a526
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226 |
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227 def addObjectToScene(self, obj): |
531
801746c5bb9a
Added the spawn console command.
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228 if not self._objectlist.has_key(obj.id): |
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Added the spawn console command.
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229 self._objectlist[obj.id] = obj |
536
1afe46247ab1
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230 else: |
1afe46247ab1
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231 obj.destroy() |
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232 raise ObjectAlreadyInSceneError |
537
764510a6d2f9
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233 |
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234 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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235 """ |
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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236 @todo: throw ObjectNowFoundError |
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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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237 """ |
537
764510a6d2f9
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238 if self._objectlist.has_key(objid): |
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239 return self._objectlist[objid] |
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240 else: |
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241 return None |
529
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242 |
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243 def removeObjectFromScene(self, obj): |
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244 obj.destroy() |
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245 del self._objectlist[obj.id] |
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246 |
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247 def serialize(self): |
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248 filename = os.path.join("saves", self._mapname + "_save.xml") |
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249 playerfilename = os.path.join("saves", "player_save.xml") |
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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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250 map_settings = Setting(settings_file=filename, copy_dist=False) |
543
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251 player_settings = Setting(settings_file=playerfilename, copy_dist=False) |
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252 |
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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253 objectlist = [] |
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254 |
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255 for obj in self._objectlist.values(): |
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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256 ovals = obj.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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257 map_settings.set("objects", obj.id, ovals) |
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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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258 objectlist.append(obj.id) |
543
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259 |
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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260 map_settings.set("objects", "objectlist", objectlist) |
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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261 |
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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262 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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263 player_settings.set("player", "player", pvals) |
543
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264 |
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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265 map_settings.saveSettings() |
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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266 player_settings.saveSettings() |
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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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267 |
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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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268 def deserialize(self): |
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269 if self._mapname: |
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270 createScene(self._mapname) |
529
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271 |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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272 def updateScene(self): |
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273 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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274 |
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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275 def _getActorLayer(self): |
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276 return self._actorlayer |
524
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277 |
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278 def _getItemLayer(self): |
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279 return self._itemlayer |
516
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Added some placeholder graphics for the warrior. The player can now walk around the map.
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280 |
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281 def _getCameras(self): |
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282 return self._cameras |
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283 |
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284 def _getPlayer(self): |
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285 return self._player |
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286 |
520
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Added a quest dialog.
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287 def _getObjectList(self): |
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288 return self._objectlist |
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Added a quest dialog.
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289 |
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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290 def _getMap(self): |
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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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291 return self._map |
543
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292 |
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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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293 def _getMapName(self): |
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294 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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295 |
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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296 actorlayer = property(_getActorLayer) |
524
6037f79b0dcf
Multiple quests now work.
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297 itemlayer = property(_getItemLayer) |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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298 cameras = property(_getCameras) |
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Added some placeholder graphics for the warrior. The player can now walk around the map.
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299 player = property(_getPlayer) |
520
b6bd314df28a
Added a quest dialog.
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300 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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301 map = property(_getMap) |
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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302 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.
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303 |