diff demos/rpg/scripts/scene.py @ 524:6037f79b0dcf

Multiple quests now work. Added the item layer. Made movement more like diablo by allowing you to hold and drag the left mouse button. All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 27 May 2010 21:11:37 +0000
parents d01eb65b2726
children 19db5a8619a4
line wrap: on
line diff
--- a/demos/rpg/scripts/scene.py	Thu May 27 18:29:20 2010 +0000
+++ b/demos/rpg/scripts/scene.py	Thu May 27 21:11:37 2010 +0000
@@ -34,6 +34,7 @@
 from scripts.actors.baseactor import QuestGiver, Quest
 from scripts.actors.player import Player
 from scripts.objects.baseobject import GameObjectTypes
+from scripts.objects.items import BaseItem
 
 class Scene(object):
 	def __init__(self, gamecontroller):
@@ -47,7 +48,7 @@
 		
 		self._player = None
 		self._objectlist = {}
-		
+
 	def createScene(self, mapfilename):
 		if not self._map:
 			self._map = loadMapFile(mapfilename, self._gamecontroller.engine)
@@ -60,27 +61,38 @@
 		self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 2.0))
 		
 		self._actorlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ActorLayer", "actor_layer"))
+		self._itemlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ItemLayer", "item_layer"))
 		
 		self._player = Player(self._gamecontroller, "warrior")
 		
 		mapname = os.path.splitext(os.path.basename(mapfilename))
 		objectfile = "maps/" + mapname[0] + "_objects.xml"
+		itemfile = "maps/allobjects.xml"
 		objectsettings = Setting(app_name="",settings_file=objectfile)
+		itemsettings = Setting(app_name="", settings_file=itemfile)
 		
-		for npc in objectsettings.get(mapname[0], "npclist", []):
-			(objtype, modelname, posx, posy) = objectsettings.get(mapname[0], npc, ["NPC", "warrior", "0", "0"])
-			if objtype == "QUESTGIVER":
-				actor = QuestGiver(self._gamecontroller, modelname, npc, True)
-				questcount = objectsettings.get(npc, "questcount", 0)
+		for item in objectsettings.get("items", "itemlist", []):
+			itemdict = objectsettings.get("items", item, {})
+			modeldict = itemsettings.get("models", itemdict["typename"])
+			
+			newitem = BaseItem(self._gamecontroller, item, modeldict["model"])
+		
+		for npc in objectsettings.get("npcs", "npclist", []):
+			objdict = objectsettings.get("npcs", npc, {})
+			modeldict = itemsettings.get("models", objdict["typename"])
+			
+			if modeldict["type"] == "QUESTGIVER":
+				actor = QuestGiver(self._gamecontroller, modeldict["model"], npc, True)
+				questcount = itemsettings.get(npc, "questcount", 0)
 				for x in range(1,questcount+1):
 					quest = "quest" + str(x)
-					(qname, qtext) = objectsettings.get(npc, quest, [])
+					(qname, qtext) = itemsettings.get(npc, quest, [])
 					actor.addQuest(Quest(actor, qname, qtext))
 						
-			elif objtype == "NPC":
-				actor = Actor(self._gamecontroller, modelname, npc, True)
+			elif modeldict["type"] == "NPC":
+				actor = Actor(self._gamecontroller, modeldict["model"], npc, True)
 
-			actor.setMapPosition(float(posx), float(posy))
+			actor.setMapPosition(float(objdict["posx"]), float(objdict["posy"]))
 			self._objectlist[actor.instance.getId()] = actor
 			
 		
@@ -123,6 +135,9 @@
 		
 	def _getActorLayer(self):
 		return self._actorlayer
+		
+	def _getItemLayer(self):
+		return self._itemlayer
 	
 	def _getCameras(self):
 		return self._cameras
@@ -137,6 +152,7 @@
 		return self._map
 	
 	actorlayer = property(_getActorLayer)
+	itemlayer = property(_getItemLayer)
 	cameras = property(_getCameras)
 	player = property(_getPlayer)
 	objectlist = property(_getObjectList)