Mercurial > fife-parpg
view demos/rpg/scripts/gamecontroller.py @ 537:764510a6d2f9
Added the move command.
Updated the settings-dist.xml file that changes the camera zoom to 1 and adds the script module to the log.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Mon, 31 May 2010 21:37:10 +0000 |
parents | 1afe46247ab1 |
children | 2e739ae9a8bc |
line wrap: on
line source
#!/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.soundmanager import SoundManager from fife.extensions.loaders import loadImportFile from scripts.scene import Scene from scripts.guicontroller import GUIController from scripts.actors.baseactor import TalkAction, PickUpItemAction from scripts.objects.baseobject import GameObjectTypes from scripts.misc.exceptions import ObjectNotFoundError, ObjectAlreadyInSceneError class KeyState(object): def __init__(self): self._keystate = { } def updateKey(self, key, state): self._keystate[key] = state def checkKey(self, key): if key in self._keystate: return self._keystate[key] else: return False def reset(self): self._keystate.clear() class GameListener(fife.IKeyListener, fife.IMouseListener): def __init__(self, gamecontroller): self._engine = gamecontroller.engine self._gamecontroller = gamecontroller self._settings = gamecontroller.settings self._eventmanager = self._engine.getEventManager() self._soundmanager = SoundManager(self._engine) fife.IMouseListener.__init__(self) fife.IKeyListener.__init__(self) self._attached = False self._lastmousepos = (0.0,0.0) def attach(self): if not self._attached: self._gamecontroller.keystate.reset() self._eventmanager.addMouseListenerFront(self) self._eventmanager.addKeyListenerFront(self) self._attached = True def detach(self): if self._attached: self._eventmanager.removeMouseListener(self) self._eventmanager.removeKeyListener(self) self._attached = False def mousePressed(self, event): #mouse press was consumed by some pychan widget if event.isConsumedByWidgets(): return clickpoint = fife.ScreenPoint(event.getX(), event.getY()) if (event.getButton() == fife.MouseEvent.LEFT): self._lastmousepos = (clickpoint.x, clickpoint.y) self._gamecontroller.scene.player.walk( self._gamecontroller.scene.getLocationAt(clickpoint) ) actor_instances = self._gamecontroller.scene.getInstancesAt(clickpoint, self._gamecontroller.scene.actorlayer) item_instances = self._gamecontroller.scene.getInstancesAt(clickpoint, self._gamecontroller.scene.itemlayer) if actor_instances: if actor_instances[0].getId() == "player": return obj = self._gamecontroller.scene.objectlist[actor_instances[0].getId()] if obj.type == GameObjectTypes["QUESTGIVER"]: action = TalkAction(self._gamecontroller.scene.player, obj) self._gamecontroller.scene.player.nextaction = action if item_instances: obj = self._gamecontroller.scene.objectlist[item_instances[0].getId()] if obj.type == GameObjectTypes["ITEM"]: action = PickUpItemAction(self._gamecontroller.scene.player, obj) self._gamecontroller.scene.player.nextaction = action if (event.getButton() == fife.MouseEvent.RIGHT): instances = self._gamecontroller.scene.getInstancesAt(clickpoint, self._gamecontroller.scene.actorlayer) if instances: self._gamecontroller.logger.log_debug("Selected instance on actor layer: " + instances[0].getId()) def mouseReleased(self, event): pass def mouseMoved(self, event): renderer = self._gamecontroller.instancerenderer if renderer: renderer.removeAllOutlines() else: return pt = fife.ScreenPoint(event.getX(), event.getY()) actor_instances = self._gamecontroller.scene.getInstancesAt(pt, self._gamecontroller.scene.actorlayer) item_instances = self._gamecontroller.scene.getInstancesAt(pt, self._gamecontroller.scene.itemlayer) for i in actor_instances: if i.getId() != "player": renderer.addOutlined(i, 173, 255, 47, 2) for j in item_instances: renderer.addOutlined(j, 255, 173, 47, 2) def mouseEntered(self, event): pass def mouseExited(self, event): pass def mouseClicked(self, event): pass def mouseWheelMovedUp(self, event): pass def mouseWheelMovedDown(self, event): pass def mouseDragged(self, event): if event.isConsumedByWidgets(): return clickpoint = fife.ScreenPoint(event.getX(), event.getY()) if (event.getButton() == fife.MouseEvent.LEFT): if clickpoint.x > self._lastmousepos[0] + 5 or clickpoint.x < self._lastmousepos[0] - 5 or clickpoint.y > self._lastmousepos[1] + 5 or clickpoint.y < self._lastmousepos[1] - 5: self._gamecontroller.scene.player.walk( self._gamecontroller.scene.getLocationAt(clickpoint) ) self._lastmousepos = (clickpoint.x, clickpoint.y) def keyPressed(self, event): keyval = event.getKey().getValue() keystr = event.getKey().getAsString().lower() if keyval == fife.Key.ESCAPE: self.detach() self._gamecontroller.guicontroller.showMainMenu() event.consume() self._gamecontroller.keystate.updateKey(keyval, True) def keyReleased(self, event): keyval = event.getKey().getValue() keystr = event.getKey().getAsString().lower() self._gamecontroller.keystate.updateKey(keyval, False) class GameController(object): def __init__(self, application, engine, settings): self._application = application self._engine = engine self._settings = settings self._keystate = KeyState() self._guicontroller = GUIController(self) self._listener = GameListener(self) self._guicontroller.showMainMenu() self._scene = None self._instancerenderer = None self._floatingtextrenderer = None def onConsoleCommand(self, command): """ Might be useful if you want to have the game parse a command. Not sure if I am going to keep this or not. """ result = "" args = command.split(" ") cmd = [] for arg in args: arg = arg.strip() if arg != "": cmd.append(arg) if cmd[0] == "spawn": result = "Usage: spawn [item|actor] [object id] [posx] [posy]" if len(cmd) != 5: return result else: try: if cmd[1] == "item": obj = self._scene.loadItem(cmd[2]) elif cmd[1] == "actor": obj = self._scene.loadActor(cmd[2]) else: return result except ObjectNotFoundError, e: result = "Error: Cannot load [" + cmd[2] + "]. It could not be found!" obj = None if obj: try: self._scene.addObjectToScene(obj) obj.position = (float(cmd[3]), float(cmd[4])) result = "--OK--" except ObjectAlreadyInSceneError, e: result = "Error: [" + cmd[2] + "] is already on the scene." elif cmd[0] == "move": result = "Usage: move [object id] [posx] [posy]" if len(cmd) != 4: return result else: obj = self._scene.getObject(cmd[1]) if obj: obj.position = (float(cmd[2]), float(cmd[3])) result = "--OK--" else: result = "Error: [" + cmd[1] + "] does not exist on the scene." return result def newGame(self): self._guicontroller.hideMainMenu() self._keystate.reset() if self._scene: self._scene.destroyScene() self._scene = None self._scene = Scene(self) self._scene.createScene(self._settings.get("RPG", "TownMapFile", "maps/town.xml")) self._instancerenderer = fife.InstanceRenderer.getInstance(self._scene.cameras[self._settings.get("RPG", "DefaultCameraName", "camera1")]) self._floatingtextrenderer = fife.FloatingTextRenderer.getInstance(self._scene.cameras[self._settings.get("RPG", "DefaultCameraName", "camera1")]) self._floatingtextrenderer.addActiveLayer(self._scene.actorlayer) #start listening to events self._listener.attach() def endGame(self): if self._scene: self._scene.destroyScene() self._scene = None self._instancerenderer = None self._floatingtextrenderer = None def quit(self): self.endGame() self._application.requestQuit() def pump(self): if self._scene: self._scene.updateScene() def _getGUIController(self): return self._guicontroller def _getEngine(self): return self._engine def _getSettings(self): return self._settings def _getScene(self): return self._scene def _getKeyState(self): return self._keystate def _getInstanceRenderer(self): return self._instancerenderer def _getLogManager(self): return self._application.logger guicontroller = property(_getGUIController) engine = property(_getEngine) settings = property(_getSettings) scene = property(_getScene) keystate = property(_getKeyState) instancerenderer = property(_getInstanceRenderer) logger = property(_getLogManager)