Mercurial > fife-parpg
annotate demos/rpg/scripts/scene.py @ 563:f85762e634c5
- Added the AttackAction along with a test enemy on level 1.
- Removed the getModuleByType() helper function.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 24 Jun 2010 21:27:11 +0000 |
parents | 69d50e751c9a |
children | 9152ed2b5bb8 |
rev | line source |
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512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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1 #!/usr/bin/env python |
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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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3 # -*- coding: utf-8 -*- |
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4 |
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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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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 |
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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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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 # #################################################################### |
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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 |
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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26 import sys, os, re, math, random, shutil, uuid |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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27 |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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28 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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29 from fife.extensions.loaders import loadMapFile |
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796d49ab9380
Cleaned up the createScene function.
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30 from fife.extensions.loaders import loadImportFile |
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Added a quest dialog.
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31 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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32 |
518
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Added the PlayerActionListener.
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33 from scripts.actors.baseactor import Actor |
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65a92a2449d5
Doing some re-factoring.
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34 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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35 from scripts.quests.basequest import Quest, ReturnItemQuest, QuestTypes |
513
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Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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36 from scripts.actors.player import Player |
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- Added the AttackAction along with a test enemy on level 1.
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37 from scripts.objects.baseobject import GameObjectTypes |
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Some misc code cleanup.
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38 from scripts.objects.items import BaseItem, GoldStack, Portal |
536
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Some misc code cleanup.
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39 from scripts.misc.exceptions import ObjectNotFoundError, ObjectAlreadyInSceneError |
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Lots of changes.
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40 from scripts.misc.serializer import Serializer |
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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 |
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Lots of changes.
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42 |
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Lots of changes.
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43 class Scene(Serializer): |
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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 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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45 self._gamecontroller = gamecontroller |
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46 |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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47 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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48 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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49 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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50 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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51 |
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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 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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53 |
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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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54 self._player = None |
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Added a quest dialog.
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55 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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56 |
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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._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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58 self._modelsettings = 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 |
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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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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: |
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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: |
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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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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
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": |
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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) |
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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76 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) |
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- Added the AttackAction along with a test enemy on level 1.
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78 elif objdict["type"] == "ENEMY": |
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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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79 newobject = Actor(self._gamecontroller, self.actorlayer, objdict["type"], objectname, modeldict["model"], identifier, True) |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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80 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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81 return None |
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QuestManager now loads all quests.
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82 |
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QuestManager now loads all quests.
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83 #if the valuedict is supplied it overrides the loaded default values |
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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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84 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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85 newobject.deserialize(valuedict) |
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86 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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87 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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88 |
535
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89 except KeyError, e: |
536
1afe46247ab1
Some misc code cleanup.
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90 raise ObjectNotFoundError |
531
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Added the spawn console command.
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91 |
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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92 return newobject |
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93 |
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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94 def loadObjects(self, mapfilename): |
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95 for obj in self._objectsettings.get("objects", "objectlist", []): |
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96 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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97 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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98 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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99 self._gamecontroller.logger.log_debug("Loaded object: " + obj) |
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100 except ObjectNotFoundError, 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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101 self._gamecontroller.logger.log_error("Error while loading object: " + obj) |
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102 continue |
546
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Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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103 |
536
1afe46247ab1
Some misc code cleanup.
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104 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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105 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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106 self.addObjectToScene(newobj) |
536
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107 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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108 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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109 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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110 |
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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111 def createPlayerObject(self): |
528
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Cleaned up the createScene function.
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112 """ |
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Cleaned up the createScene function.
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113 @todo: once we have all art assets this should be able to load one of 3 player models |
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114 """ |
540
2e739ae9a8bc
Some misc code cleanup.
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115 modeldict = self._modelsettings.get("models", "Player", {}) |
528
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116 |
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Cleaned up the createScene function.
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117 loadImportFile(modeldict["file"], self._gamecontroller.engine) |
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118 self._player = Player(self._gamecontroller, self.actorlayer, "warrior") |
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119 |
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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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120 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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121 |
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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122 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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123 player_settings = Setting(settings_file=playerfilename, copy_dist=False) |
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 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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125 self._player.deserialize(pvals) |
528
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126 |
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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127 def createScene(self, mapname): |
cb7ec12214a9
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128 mapfilename = os.path.join("maps", mapname + ".xml") |
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129 |
540
2e739ae9a8bc
Some misc code cleanup.
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130 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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131 self.destroyScene() |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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132 |
540
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Some misc code cleanup.
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133 self._map = loadMapFile(mapfilename, self._gamecontroller.engine) |
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134 |
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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135 self._mapname = 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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136 |
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 if os.path.isfile(os.path.join("saves", mapname + "_save.xml")): |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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138 objectfile = os.path.join("saves", mapname + "_save.xml") |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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139 else: |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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140 objectfile = os.path.join("maps", mapname + "_objects.xml") |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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141 |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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142 modelfile = self._gamecontroller.settings.get("RPG", "AllObjectFile", "maps/allobjects.xml") |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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143 questfile = self._gamecontroller.settings.get("RPG", "QuestFile", "maps/quests.xml") |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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144 |
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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145 self._objectsettings = Setting(settings_file=objectfile) |
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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146 self._modelsettings = Setting(settings_file=modelfile) |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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147 |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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148 for cam in self._map.getCameras(): |
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149 self._cameras[cam.getId()] = cam |
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150 |
540
2e739ae9a8bc
Some misc code cleanup.
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151 self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 1.0)) |
2e739ae9a8bc
Some misc code cleanup.
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152 |
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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153 self._actorlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ActorLayer", "actor_layer")) |
524
6037f79b0dcf
Multiple quests now work.
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154 self._itemlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ItemLayer", "item_layer")) |
513
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Added the Actor and Player classes. Actor is the base class that the player and all enemies + NPCs will inherit.
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155 |
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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156 self.loadObjects(mapfilename) |
520
b6bd314df28a
Added a quest dialog.
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519
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157 |
528
796d49ab9380
Cleaned up the createScene function.
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158 #finally load the player |
542
67f6f3538e88
Refactored the Quest class a bit. Made it a base class for other possible quest types. Added the RETURN_ITEM quest type.
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159 self.createPlayerObject() |
518
e4cd18a179af
Added the PlayerActionListener.
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516
diff
changeset
|
160 |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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161 def destroyScene(self): |
520
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162 for obj in self._objectlist.values(): |
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163 obj.destroy() |
518
e4cd18a179af
Added the PlayerActionListener.
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164 |
540
2e739ae9a8bc
Some misc code cleanup.
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165 self._objectlist.clear() |
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166 self._objectlist = {} |
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167 self._cameras.clear() |
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168 self._cameras = {} |
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169 |
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170 self._player.destroy() |
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171 self._player = None |
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172 |
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173 for cam in self._map.getCameras(): |
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174 cam.resetRenderers() |
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175 |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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changeset
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176 if self._map: |
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Added the Scene which loads the town map. It is no longer a black screen demo.
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177 self._gamecontroller.engine.getModel().deleteMap(self._map) |
540
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178 |
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179 retval = self._gamecontroller.engine.getModel().deleteObjects() |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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180 |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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181 self._map = None |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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182 self._mapname = None |
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Added the loadActor and loadItem functions so you can load single items at any time.
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changeset
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183 |
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
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184 self._actorlayer = None |
530
ea26e7b6f56c
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185 self._itemlayer = None |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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186 |
530
ea26e7b6f56c
Added the loadActor and loadItem functions so you can load single items at any time.
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187 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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188 self._modelsettings = None |
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Added the loadActor and loadItem functions so you can load single items at any time.
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189 |
528
796d49ab9380
Cleaned up the createScene function.
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190 def getInstancesAt(self, clickpoint, layer): |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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diff
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191 """ |
528
796d49ab9380
Cleaned up the createScene function.
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changeset
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192 Query the main camera for instances on the specified layer. |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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diff
changeset
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193 """ |
528
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Cleaned up the createScene function.
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194 return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, layer) |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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195 |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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196 def getLocationAt(self, clickpoint): |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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197 """ |
519
14f777be6b94
Added a rudimentary Action class.
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changeset
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198 Query the main camera for the Map location (on the actor layer) |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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changeset
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199 that a screen point refers to. |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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diff
changeset
|
200 """ |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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changeset
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201 target_mapcoord = self._cameras[self._maincameraname].toMapCoordinates(clickpoint, False) |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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changeset
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202 target_mapcoord.z = 0 |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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203 location = fife.Location(self._actorlayer) |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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changeset
|
204 location.setMapCoordinates(target_mapcoord) |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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changeset
|
205 return location |
529
d0bce896a526
Changed the quest format in the object xml file.
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diff
changeset
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206 |
560
69d50e751c9a
Lots of changes.
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207 def getObject(self, objid): |
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Lots of changes.
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208 """ |
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Lots of changes.
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209 Throws ObjectNotFoundError when an object cannot be found on the scene |
69d50e751c9a
Lots of changes.
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210 """ |
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Lots of changes.
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211 |
69d50e751c9a
Lots of changes.
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changeset
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212 try: |
69d50e751c9a
Lots of changes.
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213 return self._objectlist[objid] |
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Lots of changes.
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214 except KeyError: |
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Lots of changes.
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|
215 raise ObjectNotFoundError(objid + " was not found on the scene.") |
69d50e751c9a
Lots of changes.
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216 |
529
d0bce896a526
Changed the quest format in the object xml file.
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diff
changeset
|
217 def addObjectToScene(self, obj): |
531
801746c5bb9a
Added the spawn console command.
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530
diff
changeset
|
218 if not self._objectlist.has_key(obj.id): |
801746c5bb9a
Added the spawn console command.
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diff
changeset
|
219 self._objectlist[obj.id] = obj |
536
1afe46247ab1
Some misc code cleanup.
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parents:
535
diff
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|
220 else: |
1afe46247ab1
Some misc code cleanup.
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diff
changeset
|
221 obj.destroy() |
1afe46247ab1
Some misc code cleanup.
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535
diff
changeset
|
222 raise ObjectAlreadyInSceneError |
560
69d50e751c9a
Lots of changes.
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diff
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|
223 |
69d50e751c9a
Lots of changes.
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diff
changeset
|
224 def removeObjectFromScene(self, obj): |
546
8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
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diff
changeset
|
225 """ |
560
69d50e751c9a
Lots of changes.
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diff
changeset
|
226 Throws ObjectNotFoundError when an object cannot be found on the scene |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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543
diff
changeset
|
227 """ |
560
69d50e751c9a
Lots of changes.
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changeset
|
228 |
529
d0bce896a526
Changed the quest format in the object xml file.
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diff
changeset
|
229 obj.destroy() |
560
69d50e751c9a
Lots of changes.
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diff
changeset
|
230 |
69d50e751c9a
Lots of changes.
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diff
changeset
|
231 try: |
69d50e751c9a
Lots of changes.
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diff
changeset
|
232 del self._objectlist[obj.id] |
69d50e751c9a
Lots of changes.
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233 except KeyError: |
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Lots of changes.
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diff
changeset
|
234 raise ObjectNotFoundError(obj.id + " could not be removed from the scene as it was not found in the scene.") |
543
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
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diff
changeset
|
235 |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
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diff
changeset
|
236 def serialize(self): |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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diff
changeset
|
237 filename = os.path.join("saves", self._mapname + "_save.xml") |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
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diff
changeset
|
238 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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diff
changeset
|
239 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
240 player_settings = Setting(settings_file=playerfilename, copy_dist=False) |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
241 |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
543
diff
changeset
|
242 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
243 |
cb7ec12214a9
Items can now be serialized/deserialized to/from disk. I haven't finished actors yet. This allows for persistent states when you enter/leave maps.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
244 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
543
diff
changeset
|
245 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
543
diff
changeset
|
246 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
543
diff
changeset
|
247 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
248 |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
543
diff
changeset
|
249 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
250 |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
543
diff
changeset
|
251 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
543
diff
changeset
|
252 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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
542
diff
changeset
|
253 |
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.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
543
diff
changeset
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254 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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255 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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256 |
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 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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258 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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259 createScene(self._mapname) |
529
d0bce896a526
Changed the quest format in the object xml file.
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260 |
512
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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261 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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262 pass |
6ddb1eb9dfa6
Added the Scene which loads the town map. It is no longer a black screen demo.
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263 |
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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264 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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265 return self._actorlayer |
524
6037f79b0dcf
Multiple quests now work.
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266 |
6037f79b0dcf
Multiple quests now work.
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267 def _getItemLayer(self): |
6037f79b0dcf
Multiple quests now work.
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268 return self._itemlayer |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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269 |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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270 def _getCameras(self): |
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Added some placeholder graphics for the warrior. The player can now walk around the map.
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271 return self._cameras |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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272 |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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273 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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274 return self._player |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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275 |
520
b6bd314df28a
Added a quest dialog.
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276 def _getObjectList(self): |
b6bd314df28a
Added a quest dialog.
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277 return self._objectlist |
b6bd314df28a
Added a quest dialog.
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519
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278 |
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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279 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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280 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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542
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281 |
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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282 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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283 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
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284 |
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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285 actorlayer = property(_getActorLayer) |
524
6037f79b0dcf
Multiple quests now work.
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286 itemlayer = property(_getItemLayer) |
516
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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287 cameras = property(_getCameras) |
d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
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288 player = property(_getPlayer) |
520
b6bd314df28a
Added a quest dialog.
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289 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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521
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290 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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291 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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diff
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292 |