Mercurial > fife-parpg
view demos/shooter/scripts/world.py @ 454:bd7e8f708adf
Time is now managed by the Scene object.
Enemy projectiles are now a bit slower.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Tue, 06 Apr 2010 21:25:10 +0000 |
parents | cf53848fb187 |
children | e686b82d93d0 |
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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 scripts.common.helpers import normalize from fife.extensions.loaders import loadMapFile 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 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.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.dynamic_widgets = {} self.pump_ctr = 0 self.map = None self.scene = None def reset(self): """ Clear the agent information and reset the moving secondary camera state. """ self.cameras = {} 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.scene = Scene(self.engine, self.map.getLayer('objects')) self.mainwindow = pychan.loadXML('gui/mainwindow.xml') self.fpstext = self.mainwindow.findChild(name="fps") self.velocitytext = self.mainwindow.findChild(name="velocity") self.positiontext = self.mainwindow.findChild(name="position") self.scoretext = self.mainwindow.findChild(name="score") self.mainwindow.position = (0,0) self.mainwindow.show() self.scene.initScene(self.map) self.initCameras() 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 self.scene.attachCamera(self.cameras['main']) 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 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 mouseWheelMovedUp(self, evt): if self.keystate['CTRL']: self.cameras['main'].setZoom(self.cameras['main'].getZoom() * 1.05) def mouseWheelMovedDown(self, evt): if self.keystate['CTRL']: self.cameras['main'].setZoom(self.cameras['main'].getZoom() / 1.05) def mousePressed(self, evt): if evt.isConsumedByWidgets(): return clickpoint = fife.ScreenPoint(evt.getX(), evt.getY()) def mouseMoved(self, evt): pt = fife.ScreenPoint(evt.getX(), evt.getY()) def pump(self): """ Called every frame. """ #update the scene self.scene.update(self.timemanager.getTime(), self.keystate) #update the HUD avgframe = self.timemanager.getAverageFrameTime() if avgframe > 0: fps = 1 / (avgframe / 1000) else: fps = 0 fpstxt = "%3.2f" % fps self.fpstext.text = unicode(fpstxt) player = self.scene.player exactcoords = player.location.getExactLayerCoordinates() pos = "%1.2f" % exactcoords.x + ", %1.2f" % exactcoords.y self.positiontext.text = unicode(pos) vel = "%1.2f" % player.velocity.x + ", %1.2f" % player.velocity.y self.velocitytext.text = unicode(vel) score = unicode(str(player.score)) self.scoretext.text = score self.pump_ctr += 1