Mercurial > fife-parpg
view demos/rpg/scripts/scene.py @ 517:c3a026cdd91b
Added the BaseGameObject class and put it in it's own file. All game object will inherit it. Added instance action listeners.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 26 May 2010 15:28:25 +0000 |
parents | d70fc46c8aa5 |
children | e4cd18a179af |
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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 from fife import fife from fife.extensions.loaders import loadMapFile from scripts.actors.player import Player class Scene(object): def __init__(self, gamecontroller): self._gamecontroller = gamecontroller self._map = None self._maincameraname = self._gamecontroller.settings.get("RPG", "DefaultCameraName", "camera1") self._cameras = {} self._actorlayer = None self._player = None def createScene(self, mapfilename): if not self._map: self._map = loadMapFile(mapfilename, self._gamecontroller.engine) else: self.destroyScene() for cam in self._map.getCameras(): self._cameras[cam.getId()] = cam self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 2.0)) self._actorlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ActorLayer", "actor_layer")) self._player = Player(self._gamecontroller, "warrior") def destroyScene(self): self._cameras.clear() if self._map: self._gamecontroller.engine.getModel().deleteMap(self._map) self._map = None self._actorlayer = None def getInstancesAt(self, clickpoint): """ Query the main camera for instances on our actor layer. """ return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, self._actorlayer) def getLocationAt(self, clickpoint): """ Query the main camera for the Map location (on the agent layer) that a screen point refers to. """ target_mapcoord = self._cameras[self._maincameraname].toMapCoordinates(clickpoint, False) target_mapcoord.z = 0 location = fife.Location(self._actorlayer) location.setMapCoordinates(target_mapcoord) return location def updateScene(self): pass def _getActorLayer(self): return self._actorlayer def _getCameras(self): return self._cameras def _getPlayer(self): return self._player actorlayer = property(_getActorLayer) cameras = property(_getCameras) player = property(_getPlayer)