Mercurial > fife-parpg
view demos/shooter/scripts/world.py @ 638:980c02db2f56
* Fixed a swig template that got missed in a previous commit
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 07 Oct 2010 16:15:09 +0000 |
parents | 79d5741fada6 |
children | e3140f01749d |
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# -*- 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 # #################################################################### from fife import fife import copy import math, random from fife.extensions import pychan from fife.extensions.pychan import widgets from fife.extensions.soundmanager import SoundManager from scripts.common.eventlistenerbase import EventListenerBase from fife.extensions.loaders import loadMapFile, loadImportFile from scripts.gui.guis import * from scripts.ships.shipbase import Ship from scripts.ships.player import Player from scripts.scene import Scene class World(EventListenerBase): """ The world! This class handles: setup of map view (cameras ...) loading the map handles mouse/key events which aren't handled by the GUI. ( by inheriting from EventlistenerBase ) """ def __init__(self, app, engine, setting): super(World, self).__init__(engine, regKeys=True) self._applictaion = app self._engine = engine self._setting = setting self._timemanager = engine.getTimeManager() self._eventmanager = engine.getEventManager() self._model = engine.getModel() self._filename = '' self._keystate = { 'UP': False, 'DOWN': False, 'LEFT': False, 'RIGHT': False, 'CTRL': False, 'SPACE': False, } self._pump_ctr = 0 self._map = None self._scene = None self._paused = True self._pausedtime = 0 self._starttime = 0 self._soundmanager = SoundManager(self._engine) self._mainmenu = MainMenu(self, self._setting) self.showMainMenu() self._hudwindow = HeadsUpDisplay(self) self._hudwindow.hide() self._gameover = GameOverDisplay() self._gameover.hide() self._highscores = HighScores(self) self._highscores.hide() self._winner = WinnerDisplay() self._winner.hide() self._credits = CreditsDisplay(self) self._credits.hide() self._genericrenderer = None self._gamecomplete = False def showMainMenu(self): if self._scene: self._paused = True cont = True else: cont = False self._mainmenu.show(cont) def showCredits(self): self._credits.show() def showHighScores(self): self._highscores.show() def quit(self): self.reset() self._soundmanager.destroy() self._applictaion.requestQuit() def reset(self): if self._map: self._model.deleteMap(self._map) self._map = None self.cameras = {} if self._scene: self._scene.destroyScene() self._scene = None self._gamecomplete = False def loadLevel(self, filename): """ Load a xml map and setup cameras. """ self.resetKeys() self._filename = filename self.reset() #specific imports that needed to be added #@todo: you should be able to add file imports via the map editor loadImportFile("objects/projectiles/bullet1/object.xml", self._engine) loadImportFile("objects/projectiles/fireball/object.xml", self._engine) self._map = loadMapFile(self._filename, self._engine) self._scene = Scene(self, self._engine, self._map.getLayer('objects'), self._soundmanager) self._scene.initScene(self._map) self.initCameras() self._hudwindow.show() self._gameover.hide() self._winner.hide() self._starttime = self._timemanager.getTime() self._genericrenderer = fife.GenericRenderer.getInstance(self.cameras['main']) self._genericrenderer.clearActiveLayers() self._genericrenderer.addActiveLayer(self._map.getLayer('boundingbox')) self._genericrenderer.setEnabled(True) def renderBoundingBox(self, obj): """ Just a hack to render an objects bounding box. """ bbox = copy.copy(obj.boundingbox) #apply the object layer scale bbox.x /= 0.25 bbox.y /= 0.25 bbox.w /= 0.25 bbox.h /= 0.25 obj_topleft = fife.ExactModelCoordinate(bbox.x, bbox.y) obj_topright = fife.ExactModelCoordinate(bbox.x + bbox.w, bbox.y) obj_bottomright = fife.ExactModelCoordinate(bbox.x + bbox.w, bbox.y + bbox.h) obj_bottomleft = fife.ExactModelCoordinate(bbox.x, bbox.y + bbox.h) loc_topleft = fife.Location() loc_topleft.setLayer(self._map.getLayer('boundingbox')) loc_topleft.setExactLayerCoordinates(obj_topleft) loc_topright = fife.Location() loc_topright.setLayer(self._map.getLayer('boundingbox')) loc_topright.setExactLayerCoordinates(obj_topright) loc_bottomright = fife.Location() loc_bottomright.setLayer(self._map.getLayer('boundingbox')) loc_bottomright.setExactLayerCoordinates(obj_bottomright) loc_bottomleft = fife.Location() loc_bottomleft.setLayer(self._map.getLayer('boundingbox')) loc_bottomleft.setExactLayerCoordinates(obj_bottomleft) node_topleft = fife.GenericRendererNode(loc_topleft) node_topright = fife.GenericRendererNode(loc_topright) node_bottomright = fife.GenericRendererNode(loc_bottomright) node_bottomleft = fife.GenericRendererNode(loc_bottomleft) self._genericrenderer.addLine("quads", node_topleft, node_topright, 255, 255, 255) self._genericrenderer.addLine("quads", node_topright, node_bottomright, 255, 255, 255) self._genericrenderer.addLine("quads", node_bottomright, node_bottomleft, 255, 255, 255) self._genericrenderer.addLine("quads", node_bottomleft, node_topleft, 255, 255, 255) #had to do this or it would segfault obj_topleft.thisown = 0 obj_topright.thisown = 0 obj_bottomright.thisown = 0 obj_bottomleft.thisown = 0 loc_topleft.thisown = 0 loc_topright.thisown = 0 loc_bottomright.thisown = 0 loc_bottomleft.thisown = 0 node_topleft.thisown = 0 node_topright.thisown = 0 node_bottomright.thisown = 0 node_bottomleft.thisown = 0 def gameOver(self): self._gameover.show() self._hudwindow.hide() self._gamecomplete = True def endLevel(self): self._paused = True #only one level so the game is over once you complete it. self._gamecomplete = True self._winner.show() self._hudwindow.hide() def saveScore(self): self._gamecomplete = False if self._highscores.isHighScore(self._scene.player.score): score = self._scene.player.score dlg = pychan.loadXML('gui/highscoredialog.xml') dlg.execute({ 'okay' : "Yay!" }) name = dlg.findChild(name='name').text self._highscores.addHighScore(HighScore(name, score)) self._highscores.show() def newGame(self): self.loadLevel("maps/shooter_map1.xml") self._mainmenu.hide() self._paused = False def continueGame(self): self._mainmenu.hide() self._paused = False def pauseGame(self): self._paused = True self._mainmenu.show(True) 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 cam in self._map.getCameras(): if cam.getId() == 'main': self.cameras['main'] = cam #pass the camera to the scene as the scene controls the cameras position self._scene.attachCamera(self.cameras['main']) self.cameras['main'].setZoom(1.0) def resetKeys(self): self._keystate['UP'] = False self._keystate['DOWN'] = False self._keystate['LEFT'] = False self._keystate['RIGHT'] = False self._keystate['SPACE'] = False self._keystate['CTRL'] = False def keyPressed(self, evt): keyval = evt.getKey().getValue() keystr = evt.getKey().getAsString().lower() if keyval == fife.Key.UP: self._keystate['UP'] = True elif keyval == fife.Key.DOWN: self._keystate['DOWN'] = True elif keyval == fife.Key.LEFT: self._keystate['LEFT'] = True elif keyval == fife.Key.RIGHT: self._keystate['RIGHT'] = True elif keyval == fife.Key.SPACE: self._keystate['SPACE'] = True elif keyval == fife.Key.P: self._paused = not self._paused self._pausedtime += self._timemanager.getTime() elif keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL): self._keystate['CTRL'] = True def keyReleased(self, evt): keyval = evt.getKey().getValue() if keyval == fife.Key.UP: self._keystate['UP'] = False elif keyval == fife.Key.DOWN: self._keystate['DOWN'] = False elif keyval == fife.Key.LEFT: self._keystate['LEFT'] = False elif keyval == fife.Key.RIGHT: self._keystate['RIGHT'] = False elif keyval == fife.Key.SPACE: self._keystate['SPACE'] = False elif keyval in (fife.Key.LEFT_CONTROL, fife.Key.RIGHT_CONTROL): self._keystate['CTRL'] = False def pump(self): """ Called every frame. """ if self._genericrenderer: self._genericrenderer.removeAll("quads") #scene hasn't been initialized. Nothing to do. if not self._scene: return #update the scene if not self._paused and not self._gamecomplete: if self._scene.paused: self._scene.unpause(self._timemanager.getTime() - self._starttime) self._scene.update(self._timemanager.getTime() - self._starttime, self._keystate) #update the HUD avgframe = self._timemanager.getAverageFrameTime() if avgframe > 0: fps = 1 / (avgframe / 1000) else: fps = 0 fpstxt = "%3.2f" % fps self._hudwindow.setFPSText(unicode(fpstxt)) player = self._scene.player exactcoords = player.location.getExactLayerCoordinates() pos = "%1.2f" % exactcoords.x + ", %1.2f" % exactcoords.y self._hudwindow.setPositionText(unicode(pos)) vel = "%1.2f" % player.velocity.x + ", %1.2f" % player.velocity.y self._hudwindow.setVelocityText(unicode(vel)) score = unicode(str(player.score)) self._hudwindow.setScoreText(score) ilives = player.lives if ilives < 0: ilives = 0 lives = unicode(str(ilives)) self._hudwindow.setLivesText(lives) else: if not self._scene.paused: self._scene.pause(self._timemanager.getTime() - self._starttime) if self._gamecomplete: self.saveScore() self.reset() self._pump_ctr += 1