Mercurial > fife-parpg
view demos/rpg/scripts/gamecontroller.py @ 516:d70fc46c8aa5
Added some placeholder graphics for the warrior. The player can now walk around the map.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Tue, 25 May 2010 21:41:59 +0000 |
parents | edf5c0cf52f3 |
children | c3a026cdd91b |
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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 scripts.scene import Scene from scripts.guicontroller import GUIController from fife.extensions.loaders import loadImportFile class KeyState(object): def __init__(self): self._keystate = { } def updateKey(self, key, state): self._keystate[key] = state def checkKey(self, key): if key in self._keystate: return self._keystate[key] else: return False def reset(self): self._keystate.clear() class GameListener(fife.IKeyListener, fife.IMouseListener): def __init__(self, gamecontroller): self._engine = gamecontroller.engine self._gamecontroller = gamecontroller self._settings = gamecontroller.settings self._eventmanager = self._engine.getEventManager() fife.IMouseListener.__init__(self) fife.IKeyListener.__init__(self) self._attached = False def attach(self): if not self._attached: self._gamecontroller.keystate.reset() self._eventmanager.addMouseListenerFront(self) self._eventmanager.addKeyListenerFront(self) self._attached = True def detach(self): if self._attached: self._eventmanager.removeMouseListener(self) self._eventmanager.removeKeyListener(self) self._attached = False def mousePressed(self, event): #mouse press was consumed by some pychan widget if event.isConsumedByWidgets(): return clickpoint = fife.ScreenPoint(event.getX(), event.getY()) if (event.getButton() == fife.MouseEvent.LEFT): self._gamecontroller.scene.player.walk( self._gamecontroller.scene.getLocationAt(clickpoint) ) #self.hero.run( self.getLocationAt(clickpoint) ) if (event.getButton() == fife.MouseEvent.RIGHT): instances = self._gamecontroller.scene.getInstancesAt(clickpoint) print "selected instances on actor layer: ", [i.getObject().getId() for i in instances] if instances: #do something pass def mouseReleased(self, event): pass def mouseMoved(self, event): renderer = self._gamecontroller.instancerenderer if renderer: renderer.removeAllOutlines() else: return pt = fife.ScreenPoint(event.getX(), event.getY()) instances = self.getInstancesAt(pt); for i in instances: renderer.addOutlined(i, 173, 255, 47, 2) def mouseEntered(self, event): pass def mouseExited(self, event): pass def mouseClicked(self, event): pass def mouseWheelMovedUp(self, event): pass def mouseWheelMovedDown(self, event): pass def mouseMoved(self, event): pass def mouseDragged(self, event): pass def keyPressed(self, event): keyval = event.getKey().getValue() keystr = event.getKey().getAsString().lower() if keyval == fife.Key.ESCAPE: self.detach() self._gamecontroller.guicontroller.showMainMenu() event.consume() self._gamecontroller.keystate.updateKey(keyval, True) def keyReleased(self, event): keyval = event.getKey().getValue() keystr = event.getKey().getAsString().lower() self._gamecontroller.keystate.updateKey(keyval, False) class GameController(object): def __init__(self, application, engine, settings): self._application = application self._engine = engine self._settings = settings self._keystate = KeyState() self._guicontroller = GUIController(self) self._listener = GameListener(self) self._guicontroller.showMainMenu() self._scene = None self._instancerenderer = None def onConsoleCommand(self, command): """ Might be useful if you want to have the game parse a command. Not sure if I am going to keep this or not. """ result = "" return result def newGame(self): self._guicontroller.hideMainMenu() self._keystate.reset() if self._scene: self._scene.destroyScene() self._scene = None loadImportFile("objects/actors/player/warrior/object.xml", self._engine) self._scene = Scene(self) self._scene.createScene(self._settings.get("RPG", "TownMapFile", "maps/town.xml")) self._instancerenderer = fife.InstanceRenderer.getInstance(self._scene.cameras[self._settings.get("RPG", "DefaultCameraName", "camera1")]) #start listening to events self._listener.attach() def endGame(self): if self._scene: self._scene.destroyScene() self._scene = None self._instancerenderer = None def quit(self): self.endGame() self._application.requestQuit() def pump(self): if self._scene: self._scene.updateScene() def _getGUIController(self): return self._guicontroller def _getEngine(self): return self._engine def _getSettings(self): return self._settings def _getScene(self): return self._scene def _getKeyState(self): return self._keystate def _getInstanceRenderer(self): return self._instancerenderer guicontroller = property(_getGUIController) engine = property(_getEngine) settings = property(_getSettings) scene = property(_getScene) keystate = property(_getKeyState) instancerenderer = property(_getInstanceRenderer)