view demos/rio_de_hola/scripts/agents/cloud.py @ 422:9d94f4676d17

Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
author vtchill@33b003aa-7bff-0310-803a-e67f0ece8222
date Fri, 12 Feb 2010 06:34:50 +0000
parents 70697641fca3
children 3dff106b945b
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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, model, agentName, layer, uniqInMap=False):
		super(Cloud, self).__init__(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)