Mercurial > fife-parpg
view demos/rio_de_hola/scripts/world.py @ 546:8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 03 Jun 2010 21:35:06 +0000 |
parents | 3dff106b945b |
children | 1e69fd582c94 |
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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 fife import fife import math, random from fife.extensions import pychan from fife.extensions.pychan import widgets from scripts.common.eventlistenerbase import EventListenerBase from fife.extensions.loaders import loadMapFile from fife.extensions.savers import saveMapFile from fife.extensions.soundmanager import SoundManager from agents.hero import Hero from agents.girl import Girl from agents.cloud import Cloud from agents.beekeeper import Beekeeper from agents.agent import create_anonymous_agents from fife.extensions.fife_settings import Setting TDS = Setting(app_name="rio_de_hola") class MapListener(fife.MapChangeListener): def __init__(self, map): fife.MapChangeListener.__init__(self) map.addChangeListener(self) def onMapChanged(self, map, changedLayers): return print "Changes on map ", map.getId() for layer in map.getLayers(): print layer.getId() print " ", ["%s, %x" % (i.getObject().getId(), i.getChangeInfo()) for i in layer.getChangedInstances()] def onLayerCreate(self, map, layer): pass def onLayerDelete(self, map, layer): pass class World(EventListenerBase): """ The world! This class handles: setup of map view (cameras ...) loading the map GUI for right clicks handles mouse/key events which aren't handled by the GUI. ( by inheriting from EventlistenerBase ) That's obviously too much, and should get factored out. """ def __init__(self, engine): super(World, self).__init__(engine, regMouse=True, regKeys=True) self.engine = engine self.eventmanager = engine.getEventManager() self.model = engine.getModel() self.filename = '' self.pump_ctr = 0 # for testing purposis self.ctrldown = False self.instancemenu = None self.instance_to_agent = {} self.dynamic_widgets = {} self.soundmanager = SoundManager(self.engine) self.music = None def show_instancemenu(self, clickpoint, instance): """ Build and show a popupmenu for an instance that the player clicked on. The available actions are dynamically added to the menu (and mapped to the onXYZ functions). """ if instance.getFifeId() == self.hero.agent.getFifeId(): return # Create the popup. self.build_instancemenu() self.instancemenu.clickpoint = clickpoint self.instancemenu.instance = instance # Add the buttons according to circumstances. self.instancemenu.addChild(self.dynamic_widgets['inspectButton']) target_distance = self.hero.agent.getLocationRef().getLayerDistanceTo(instance.getLocationRef()) if target_distance > 3.0: self.instancemenu.addChild(self.dynamic_widgets['moveButton']) else: if self.instance_to_agent.has_key(instance.getFifeId()): self.instancemenu.addChild(self.dynamic_widgets['talkButton']) self.instancemenu.addChild(self.dynamic_widgets['kickButton']) # And show it :) self.instancemenu.position = (clickpoint.x, clickpoint.y) self.instancemenu.show() def build_instancemenu(self): """ Just loads the menu from an XML file and hooks the events up. The buttons are removed and later re-added if appropiate. """ self.hide_instancemenu() dynamicbuttons = ('moveButton', 'talkButton', 'kickButton', 'inspectButton') self.instancemenu = pychan.loadXML('gui/instancemenu.xml') self.instancemenu.mapEvents({ 'moveButton' : self.onMoveButtonPress, 'talkButton' : self.onTalkButtonPress, 'kickButton' : self.onKickButtonPress, 'inspectButton' : self.onInspectButtonPress, }) for btn in dynamicbuttons: self.dynamic_widgets[btn] = self.instancemenu.findChild(name=btn) self.instancemenu.removeAllChildren() def hide_instancemenu(self): if self.instancemenu: self.instancemenu.hide() def reset(self): """ Clear the agent information and reset the moving secondary camera state. """ if self.music: self.music.stop() self.map, self.agentlayer = None, None self.cameras = {} self.hero, self.girl, self.clouds, self.beekeepers = None, None, [], [] self.cur_cam2_x, self.initial_cam2_x, self.cam2_scrolling_right = 0, 0, True self.target_rotation = 0 self.instance_to_agent = {} def load(self, filename): """ Load a xml map and setup agents and cameras. """ self.filename = filename self.reset() self.map = loadMapFile(filename, self.engine) self.maplistener = MapListener(self.map) self.initAgents() self.initCameras() if int(TDS.get("FIFE", "PlaySounds")): # play track as background music self.music = self.soundmanager.createSoundEmitter('music/rio_de_hola.ogg') self.music.looping = True self.music.gain = 128.0 self.music.play() self.waves = self.soundmanager.createSoundEmitter('sounds/waves.ogg') self.waves.looping = True self.waves.gain = 16.0 self.waves.play() def initAgents(self): """ Setup agents. For this techdemo we have a very simple 'active things on the map' model, which is called agents. All rio maps will have a separate layer for them. Note that we keep a mapping from map instances (C++ model of stuff on the map) to the python agents for later reference. """ self.agentlayer = self.map.getLayer('TechdemoMapGroundObjectLayer') self.hero = Hero(TDS, self.model, 'PC', self.agentlayer) self.instance_to_agent[self.hero.agent.getFifeId()] = self.hero self.hero.start() self.girl = Girl(TDS, self.model, 'NPC:girl', self.agentlayer) self.instance_to_agent[self.girl.agent.getFifeId()] = self.girl self.girl.start() self.beekeepers = create_anonymous_agents(TDS, self.model, 'beekeeper', self.agentlayer, Beekeeper) for beekeeper in self.beekeepers: self.instance_to_agent[beekeeper.agent.getFifeId()] = beekeeper beekeeper.start() # Clouds are currently defunct. cloudlayer = self.map.getLayer('TechdemoMapTileLayer') self.clouds = create_anonymous_agents(TDS, self.model, 'Cloud', cloudlayer, Cloud) for cloud in self.clouds: cloud.start(0.1, 0.05) 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 this techdemo two cameras are used. One follows the hero(!) via 'attach' the other one scrolls around a bit (see the pump function). """ camera_prefix = self.filename.rpartition('.')[0] # Remove file extension camera_prefix = camera_prefix.rpartition('/')[2] # Remove path camera_prefix += '_' for cam in self.map.getCameras(): camera_id = cam.getId().replace(camera_prefix, '') self.cameras[camera_id] = cam cam.resetRenderers() self.cameras['main'].attach(self.hero.agent) # Floating text renderers currntly only support one font. # ... so we set that up. # You'll se that for our demo we use a image font, so we have to specify the font glyphs # for that one. renderer = fife.FloatingTextRenderer.getInstance(self.cameras['main']) textfont = self.engine.getGuiManager().createFont('fonts/rpgfont.png', 0, str(TDS.get("FIFE", "FontGlyphs"))); renderer.changeDefaultFont(textfont) renderer.activateAllLayers(self.map) # Activate the grid renderer on all layers renderer = self.cameras['main'].getRenderer('GridRenderer') renderer.activateAllLayers(self.map) # The small camera shouldn't be cluttered by the 'humm di dums' of our hero. # So we disable the renderer simply by setting its font to None. renderer = fife.FloatingTextRenderer.getInstance(self.cameras['small']) renderer.changeDefaultFont(None) # The following renderers are used for debugging. # Note that by default ( that is after calling View.resetRenderers or Camera.resetRenderers ) # renderers will be handed all layers. That's handled here. renderer = self.cameras['main'].getRenderer('CoordinateRenderer') renderer.clearActiveLayers() renderer.addActiveLayer(self.map.getLayer(str(TDS.get("rio", "CoordinateLayerName")))) renderer = self.cameras['main'].getRenderer('QuadTreeRenderer') renderer.setEnabled(True) renderer.clearActiveLayers() if str(TDS.get("rio", "QuadTreeLayerName")): renderer.addActiveLayer(self.map.getLayer(str(TDS.get("rio", "QuadTreeLayerName")))) # Set up the second camera # NOTE: We need to explicitly call setLocation, there's a bit of a messup in the Camera code. self.cameras['small'].setLocation(self.hero.agent.getLocation()) self.cameras['small'].attach(self.girl.agent) self.target_rotation = self.cameras['main'].getRotation() def save(self, filename): saveMapFile(filename, self.engine, self.map) def getInstancesAt(self, clickpoint): """ Query the main camera for instances on our active(agent) layer. """ return self.cameras['main'].getMatchingInstances(clickpoint, self.agentlayer) def getLocationAt(self, clickpoint): """ Query the main camera for the Map location (on the agent layer) that a screen point refers to. """ target_mapcoord = self.cameras['main'].toMapCoordinates(clickpoint, False) target_mapcoord.z = 0 location = fife.Location(self.agentlayer) location.setMapCoordinates(target_mapcoord) return location def keyPressed(self, evt): keyval = evt.getKey().getValue() keystr = evt.getKey().getAsString().lower() if keystr == 't': r = self.cameras['main'].getRenderer('GridRenderer') r.setEnabled(not r.isEnabled()) elif keystr == 'c': r = self.cameras['main'].getRenderer('CoordinateRenderer') r.setEnabled(not r.isEnabled()) elif keystr == 's': c = self.cameras['small'] c.setEnabled(not c.isEnabled()) elif keystr == 'r': self.model.deleteMaps() self.load(self.filename) elif keystr == 'o': self.target_rotation = (self.target_rotation + 90) % 360 elif keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL): self.ctrldown = True def keyReleased(self, evt): keyval = evt.getKey().getValue() if keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL): self.ctrldown = False def mouseWheelMovedUp(self, evt): if self.ctrldown: self.cameras['main'].setZoom(self.cameras['main'].getZoom() * 1.05) def mouseWheelMovedDown(self, evt): if self.ctrldown: self.cameras['main'].setZoom(self.cameras['main'].getZoom() / 1.05) def changeRotation(self): """ Smoothly change the main cameras rotation until the current target rotation is reached. """ currot = self.cameras['main'].getRotation() if self.target_rotation != currot: self.cameras['main'].setRotation((currot + 5) % 360) def mousePressed(self, evt): if evt.isConsumedByWidgets(): return clickpoint = fife.ScreenPoint(evt.getX(), evt.getY()) if (evt.getButton() == fife.MouseEvent.LEFT): self.hide_instancemenu() self.hero.run( self.getLocationAt(clickpoint) ) if (evt.getButton() == fife.MouseEvent.RIGHT): instances = self.getInstancesAt(clickpoint) print "selected instances on agent layer: ", [i.getObject().getId() for i in instances] if instances: self.show_instancemenu(clickpoint, instances[0]) def mouseMoved(self, evt): renderer = fife.InstanceRenderer.getInstance(self.cameras['main']) renderer.removeAllOutlines() pt = fife.ScreenPoint(evt.getX(), evt.getY()) instances = self.getInstancesAt(pt); for i in instances: if i.getObject().getId() in ('girl', 'beekeeper'): renderer.addOutlined(i, 173, 255, 47, 2) def onConsoleCommand(self, command): result = '' try: result = str(eval(command)) except Exception, e: result = str(e) return result # Callbacks from the popupmenu def onMoveButtonPress(self): self.hide_instancemenu() self.hero.run(self.instancemenu.instance.getLocationRef()) def onTalkButtonPress(self): self.hide_instancemenu() instance = self.instancemenu.instance self.hero.talk(instance.getLocationRef()) if instance.getObject().getId() == 'beekeeper': beekeeperTexts = TDS.get("rio", "beekeeperTexts") instance.say(random.choice(beekeeperTexts), 5000) if instance.getObject().getId() == 'girl': girlTexts = TDS.get("rio", "girlTexts") instance.say(random.choice(girlTexts), 5000) def onKickButtonPress(self): self.hide_instancemenu() self.hero.kick(self.instancemenu.instance.getLocationRef()) self.instancemenu.instance.say('Hey!', 1000) def onInspectButtonPress(self): self.hide_instancemenu() inst = self.instancemenu.instance saytext = ['Engine told me that this instance has'] if inst.getId(): saytext.append(' name %s,' % inst.getId()) saytext.append(' ID %s and' % inst.getFifeId()) saytext.append(' object name %s' % inst.getObject().getId()) self.hero.agent.say('\n'.join(saytext), 3500) def pump(self): """ Called every frame. """ self.changeRotation() self.pump_ctr += 1