Mercurial > fife-parpg
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 |
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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)