Mercurial > fife-parpg
view demos/rio_de_hola/scripts/agents/cloud.py @ 561:85e8986e7b8f
Fixed a bug when creating a new map. It was introduced by a recent commit that removed the requirement to pass a model coordinate to the camera's constructor.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 24 Jun 2010 18:40:30 +0000 |
parents | 3dff106b945b |
children |
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# -*- coding: utf-8 -*- # #################################################################### # Copyright (C) 2005-2009 by the FIFE team # http://www.fifengine.de # 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 agent import Agent from fife import fife import random _STATE_NONE, _STATE_FLOATING, _STATE_DISAPPEAR, _STATE_APPEAR = 0, 1, 2, 3 class Cloud(Agent): def __init__(self, settings, model, agentName, layer, uniqInMap=False): super(Cloud, self).__init__(settings, model, agentName, layer, uniqInMap) self.state = _STATE_NONE def isOutOfBounds(self, c): return (c.x < 0) or (c.x > 100) or (c.y < 0) or (c.y > 100) def onInstanceActionFinished(self, instance, action): if self.state == _STATE_APPEAR: self.move() elif self.state == _STATE_FLOATING: c = self.agent.getLocationRef().getExactLayerCoordinatesRef() c.x += self.x_dir c.y += self.y_dir if self.isOutOfBounds(c): self.disappear() else: self.move() elif self.state == _STATE_DISAPPEAR: self.agent.getLocationRef().setExactLayerCoordinates(self.initialCoords) self.appear() def start(self, x_dir, y_dir): self.x_dir = x_dir self.y_dir = y_dir self.loc = self.agent.getLocation() self.initialCoords = self.agent.getLocation().getExactLayerCoordinates() self.appear() def appear(self): self.state = _STATE_APPEAR self.agent.act('appear', self.loc, False) def disappear(self): self.state = _STATE_DISAPPEAR self.agent.act('disappear', self.loc, False) def move(self): self.state = _STATE_FLOATING self.agent.act('default', self.loc, False)