view demos/shooter/scripts/world.py @ 673:32539411bf0d

fixed a minor bug in the editor when trying to switch to INSERTING mode using the keyboard shortcut.
author vtchill@33b003aa-7bff-0310-803a-e67f0ece8222
date Tue, 09 Nov 2010 12:31:40 +0000
parents e3140f01749d
children
line wrap: on
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# -*- coding: utf-8 -*-

# ####################################################################
#  Copyright (C) 2005-2010 by the FIFE team
#  http://www.fifengine.net
#  This file is part of FIFE.
#
#  FIFE is free software; you can redistribute it and/or
#  modify it under the terms of the GNU Lesser General Public
#  License as published by the Free Software Foundation; either
#  version 2.1 of the License, or (at your option) any later version.
#
#  This library is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
#  Lesser General Public License for more details.
#
#  You should have received a copy of the GNU Lesser General Public
#  License along with this library; if not, write to the
#  Free Software Foundation, Inc.,
#  51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
# ####################################################################

from fife import fife
import copy
import math, random
from fife.extensions import pychan
from fife.extensions.pychan import widgets
from fife.extensions.soundmanager import SoundManager

from scripts.common.eventlistenerbase import EventListenerBase
from fife.extensions.loaders import loadMapFile
from fife.extensions.serializers.xml_loader_tools import loadImportFile
from fife.extensions.serializers.xmlobject import XMLObjectLoader

from scripts.gui.guis import *

from scripts.ships.shipbase import Ship
from scripts.ships.player import Player
from scripts.scene import Scene

class World(EventListenerBase):
	"""
	The world!

	This class handles:
	  setup of map view (cameras ...)
	  loading the map
	  handles mouse/key events which aren't handled by the GUI.
	   ( by inheriting from EventlistenerBase )

	"""
	def __init__(self, app, engine, setting):
		super(World, self).__init__(engine, regKeys=True)

		self._applictaion = app
		self._engine = engine
		self._setting = setting
		self._timemanager = engine.getTimeManager()
		self._eventmanager = engine.getEventManager()
		self._model = engine.getModel()
		self.obj_loader = XMLObjectLoader(
			engine.getImagePool(),
			engine.getAnimationPool(),
			engine.getModel(),
			engine.getVFS()
		)
		self._filename = ''
		self._keystate = { 'UP': False, 
		                   'DOWN': False, 
		                   'LEFT': False, 
		                   'RIGHT': False, 
		                   'CTRL': False, 
		                   'SPACE': False, } 
		self._pump_ctr = 0
		self._map = None
		self._scene = None
		self._paused = True
		self._pausedtime = 0
		self._starttime = 0
		
		self._soundmanager = SoundManager(self._engine)
		
		self._mainmenu = MainMenu(self, self._setting)
		self.showMainMenu()
		
		self._hudwindow = HeadsUpDisplay(self)
		self._hudwindow.hide()

		self._gameover = GameOverDisplay()
		self._gameover.hide()
		
		self._highscores = HighScores(self)
		self._highscores.hide()
		
		self._winner = WinnerDisplay()
		self._winner.hide()
		
		self._credits = CreditsDisplay(self)
		self._credits.hide()
		
		self._genericrenderer = None
		
		self._gamecomplete = False
		
	def showMainMenu(self):
		if self._scene:
			self._paused = True
			cont = True
		else:
			cont = False
			
		self._mainmenu.show(cont)
		
	def showCredits(self):
		self._credits.show()
		
	def showHighScores(self):
		self._highscores.show()
		
	def quit(self):
		self.reset()
		self._soundmanager.destroy()
		self._applictaion.requestQuit()
		
	def reset(self):
		if self._map:
			self._model.deleteMap(self._map)
		self._map = None
		
		self.cameras = {}
		
		if self._scene:
			self._scene.destroyScene()
			self._scene = None
			
		self._gamecomplete = False

	def loadLevel(self, filename):
		"""
		Load a xml map and setup cameras.
		"""
		
		self.resetKeys()
		
		self._filename = filename
		self.reset()
		
		#specific imports that needed to be added
		#@todo: you should be able to add file imports via the map editor
		loadImportFile(self.obj_loader, "objects/projectiles/bullet1/object.xml", self._engine)
		loadImportFile(self.obj_loader,"objects/projectiles/fireball/object.xml", self._engine)
		
		self._map = loadMapFile(self._filename, self._engine)

		self._scene = Scene(self, self._engine, self._map.getLayer('objects'), self._soundmanager)
		self._scene.initScene(self._map)

		self.initCameras()

		self._hudwindow.show()
		self._gameover.hide()
		self._winner.hide()
		
		self._starttime = self._timemanager.getTime()
		
		self._genericrenderer = fife.GenericRenderer.getInstance(self.cameras['main'])
		self._genericrenderer.clearActiveLayers()
		self._genericrenderer.addActiveLayer(self._map.getLayer('boundingbox'))
		self._genericrenderer.setEnabled(True)


	def renderBoundingBox(self, obj):
		"""
		Just a hack to render an objects bounding box.
		"""
		
		bbox = copy.copy(obj.boundingbox)
		
		#apply the object layer scale
		bbox.x /= 0.25
		bbox.y /= 0.25
		bbox.w /= 0.25
		bbox.h /= 0.25
	
		obj_topleft = fife.ExactModelCoordinate(bbox.x, bbox.y)
		obj_topright = fife.ExactModelCoordinate(bbox.x + bbox.w, bbox.y)
		obj_bottomright = fife.ExactModelCoordinate(bbox.x + bbox.w, bbox.y + bbox.h)
		obj_bottomleft = fife.ExactModelCoordinate(bbox.x, bbox.y + bbox.h)
		
		loc_topleft = fife.Location()
		loc_topleft.setLayer(self._map.getLayer('boundingbox'))
		loc_topleft.setExactLayerCoordinates(obj_topleft)
		
		loc_topright = fife.Location()
		loc_topright.setLayer(self._map.getLayer('boundingbox'))
		loc_topright.setExactLayerCoordinates(obj_topright)
		
		loc_bottomright = fife.Location()
		loc_bottomright.setLayer(self._map.getLayer('boundingbox'))
		loc_bottomright.setExactLayerCoordinates(obj_bottomright)
		
		loc_bottomleft = fife.Location()
		loc_bottomleft.setLayer(self._map.getLayer('boundingbox'))
		loc_bottomleft.setExactLayerCoordinates(obj_bottomleft)
		
		node_topleft = fife.GenericRendererNode(loc_topleft)
		node_topright = fife.GenericRendererNode(loc_topright)
		node_bottomright = fife.GenericRendererNode(loc_bottomright)
		node_bottomleft = fife.GenericRendererNode(loc_bottomleft)


		self._genericrenderer.addLine("quads", node_topleft, node_topright, 255, 255, 255)
		self._genericrenderer.addLine("quads", node_topright, node_bottomright, 255, 255, 255)
		self._genericrenderer.addLine("quads", node_bottomright, node_bottomleft, 255, 255, 255)
		self._genericrenderer.addLine("quads", node_bottomleft, node_topleft, 255, 255, 255)
		
		#had to do this or it would segfault
		obj_topleft.thisown = 0
		obj_topright.thisown = 0
		obj_bottomright.thisown = 0
		obj_bottomleft.thisown = 0
		loc_topleft.thisown = 0
		loc_topright.thisown = 0
		loc_bottomright.thisown = 0
		loc_bottomleft.thisown = 0				
		node_topleft.thisown = 0
		node_topright.thisown = 0
		node_bottomright.thisown = 0
		node_bottomleft.thisown = 0

	def gameOver(self):
		self._gameover.show()
		self._hudwindow.hide()
		
		self._gamecomplete = True
	
	def endLevel(self):
		self._paused = True
		
		#only one level so the game is over once you complete it.
		self._gamecomplete = True
		self._winner.show()
		self._hudwindow.hide()

	def saveScore(self):
		self._gamecomplete = False
	
		if self._highscores.isHighScore(self._scene.player.score):
			score = self._scene.player.score
			
			dlg = pychan.loadXML('gui/highscoredialog.xml')
			dlg.execute({ 'okay' : "Yay!" })
			name = dlg.findChild(name='name').text
			
			self._highscores.addHighScore(HighScore(name, score))
			self._highscores.show()
		

	def newGame(self):
		self.loadLevel("maps/shooter_map1.xml")
		self._mainmenu.hide()
		self._paused = False
		
	def continueGame(self):
		self._mainmenu.hide()
		self._paused = False
		
	def pauseGame(self):
		self._paused = True
		self._mainmenu.show(True)
		
	def initCameras(self):
		"""
		Before we can actually see something on screen we have to specify the render setup.
		This is done through Camera objects which offer a viewport on the map.
		"""
		
		for cam in self._map.getCameras():
			if cam.getId() == 'main':
				self.cameras['main'] = cam
		
		#pass the camera to the scene as the scene controls the cameras position
		self._scene.attachCamera(self.cameras['main'])
		self.cameras['main'].setZoom(1.0)
		
	def resetKeys(self):
		self._keystate['UP'] = False
		self._keystate['DOWN'] = False
		self._keystate['LEFT'] = False
		self._keystate['RIGHT'] = False
		self._keystate['SPACE'] = False
		self._keystate['CTRL'] = False


	def keyPressed(self, evt):
		keyval = evt.getKey().getValue()
		keystr = evt.getKey().getAsString().lower()
		if keyval == fife.Key.UP:
			self._keystate['UP'] = True
		elif keyval == fife.Key.DOWN:
			self._keystate['DOWN'] = True
		elif keyval == fife.Key.LEFT:
			self._keystate['LEFT'] = True
		elif keyval == fife.Key.RIGHT:
			self._keystate['RIGHT'] = True
		elif keyval == fife.Key.SPACE:
			self._keystate['SPACE'] = True
		elif keyval == fife.Key.P:
			self._paused = not self._paused
			self._pausedtime += self._timemanager.getTime()
		elif keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL):
			self._keystate['CTRL'] = True

	def keyReleased(self, evt):
		keyval = evt.getKey().getValue()
		if keyval == fife.Key.UP:
			self._keystate['UP'] = False
		elif keyval == fife.Key.DOWN:
			self._keystate['DOWN'] = False
		elif keyval == fife.Key.LEFT:
			self._keystate['LEFT'] = False
		elif keyval == fife.Key.RIGHT:
			self._keystate['RIGHT'] = False
		elif keyval == fife.Key.SPACE:
			self._keystate['SPACE'] = False
		elif keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL):
			self._keystate['CTRL'] = False

	def pump(self):
		"""
		Called every frame.
		"""
	
		if self._genericrenderer:
			self._genericrenderer.removeAll("quads")

		#scene hasn't been initialized.  Nothing to do.
		if not self._scene:
			return
		
		#update the scene
		if not self._paused and not self._gamecomplete:
			if self._scene.paused:
				self._scene.unpause(self._timemanager.getTime() - self._starttime)
				
			self._scene.update(self._timemanager.getTime() - self._starttime, self._keystate)
		
			#update the HUD
			avgframe = self._timemanager.getAverageFrameTime()
			if avgframe > 0:
				fps = 1 / (avgframe / 1000)
			else:
				fps = 0
			fpstxt = "%3.2f" % fps
			self._hudwindow.setFPSText(unicode(fpstxt))
		
			player = self._scene.player
			exactcoords = player.location.getExactLayerCoordinates()
			pos = "%1.2f" % exactcoords.x + ", %1.2f" % exactcoords.y
			self._hudwindow.setPositionText(unicode(pos))
		
			vel = "%1.2f" % player.velocity.x + ", %1.2f" % player.velocity.y
			self._hudwindow.setVelocityText(unicode(vel))
		
			score = unicode(str(player.score))
			self._hudwindow.setScoreText(score)
			
			ilives = player.lives
			if ilives < 0:
				ilives = 0
			lives = unicode(str(ilives))
			self._hudwindow.setLivesText(lives)
			
		else:
			if not self._scene.paused:
				self._scene.pause(self._timemanager.getTime() - self._starttime)

		if self._gamecomplete:
			self.saveScore()
			self.reset()		
		
		self._pump_ctr += 1