Mercurial > fife-parpg
view 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 |
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date | Thu, 27 May 2010 21:11:37 +0000 |
parents | d01eb65b2726 |
children | 19db5a8619a4 |
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#!/usr/bin/env python # -*- 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 # #################################################################### # This is the rio de hola client for FIFE. import sys, os, re, math, random, shutil from fife import fife from fife.extensions.loaders import loadMapFile from fife.extensions.fife_settings import Setting from scripts.actors.baseactor import Actor 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): self._gamecontroller = gamecontroller self._map = None self._maincameraname = self._gamecontroller.settings.get("RPG", "DefaultCameraName", "camera1") self._cameras = {} self._actorlayer = None self._player = None self._objectlist = {} def createScene(self, mapfilename): if not self._map: self._map = loadMapFile(mapfilename, self._gamecontroller.engine) else: self.destroyScene() for cam in self._map.getCameras(): self._cameras[cam.getId()] = cam 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 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) = itemsettings.get(npc, quest, []) actor.addQuest(Quest(actor, qname, qtext)) elif modeldict["type"] == "NPC": actor = Actor(self._gamecontroller, modeldict["model"], npc, True) actor.setMapPosition(float(objdict["posx"]), float(objdict["posy"])) self._objectlist[actor.instance.getId()] = actor def destroyScene(self): self._cameras.clear() self._player.destroy() for obj in self._objectlist.values(): obj.destroy() if self._map: self._gamecontroller.engine.getModel().deleteMap(self._map) self._map = None self._actorlayer = None self._player = None self._objectlist.clear() def getInstancesAt(self, clickpoint): """ Query the main camera for instances on the actor layer. """ return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, self._actorlayer) def getLocationAt(self, clickpoint): """ Query the main camera for the Map location (on the actor layer) that a screen point refers to. """ target_mapcoord = self._cameras[self._maincameraname].toMapCoordinates(clickpoint, False) target_mapcoord.z = 0 location = fife.Location(self._actorlayer) location.setMapCoordinates(target_mapcoord) return location def updateScene(self): pass def _getActorLayer(self): return self._actorlayer def _getItemLayer(self): return self._itemlayer def _getCameras(self): return self._cameras def _getPlayer(self): return self._player def _getObjectList(self): return self._objectlist def _getMap(self): return self._map actorlayer = property(_getActorLayer) itemlayer = property(_getItemLayer) cameras = property(_getCameras) player = property(_getPlayer) objectlist = property(_getObjectList) map = property(_getMap)