Mercurial > fife-parpg
view demos/rpg/scripts/gamecontroller.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 | bc7e3c3122d7 |
children | e59ece21ab3e |
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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, glob 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, EnterPortalAction 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() 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 elif obj.type == GameObjectTypes["PORTAL"]: action = EnterPortalAction(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._soundmanager = SoundManager(self._engine) self._keystate = KeyState() self._guicontroller = GUIController(self) self._listener = GameListener(self) self._guicontroller.showMainMenu() self._scene = None self._instancerenderer = None self._floatingtextrenderer = None self._switchmaprequested = False self._newmap = 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 [object template] [posx] [posy]" if len(cmd) != 4: return result else: try: obj = self._scene.loadObject(cmd[1]) except ObjectNotFoundError, e: result = "Error: Cannot load [" + cmd[1] + "]. It could not be found!" obj = None if obj: try: self._scene.addObjectToScene(obj) obj.position = (float(cmd[2]), float(cmd[3])) result = "--OK--" except ObjectAlreadyInSceneError, e: result = "Error: [" + cmd[1] + "] 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." elif cmd[0] == "loadmap": result = "Usage: loadmap [map name]" return result def newGame(self): self._guicontroller.hideMainMenu() for filename in glob.glob(os.path.join("saves" , "*.xml")): os.remove(filename) mapname = self._settings.get("RPG", "TownMapFile", "town") self.loadMap(mapname) def loadMap(self, mapname): if self._listener: self._listener.detach() self._keystate.reset() if self._scene: self._scene.destroyScene() self._scene = None self._scene = Scene(self) self._scene.createScene(mapname) 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) if self._listener: self._listener.attach() def switchMap(self, newmapname): self._switchmaprequested = True self._newmap = newmapname #save before switching scenes self._scene.serialize() def endGame(self): if self._scene: self._scene.serialize() self._listener.detach() 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._switchmaprequested: self.loadMap(self._newmap) self._newmap = None self._switchmaprequested = False 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)