Mercurial > fife-parpg
view demos/rpg/scripts/scene.py @ 518:e4cd18a179af
Added the PlayerActionListener.
Added the ability to load NPCs from the settings file (this may be temporary). The idea of putting the NPCs in the settings file is to allow for custom attributes to be added without modification to the editor.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Wed, 26 May 2010 21:29:46 +0000 |
parents | d70fc46c8aa5 |
children | 14f777be6b94 |
line wrap: on
line source
#!/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.baseactor import Actor 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 self._npclist = [] 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") mapname = os.path.splitext(os.path.basename(mapfilename)) for npc in self._gamecontroller.settings.get(mapname[0], "npclist", []): (modelname, posx, posy) = self._gamecontroller.settings.get(mapname[0], npc, ["warrior", "0", "0"]) actor = Actor(self._gamecontroller, modelname, npc, True) actor.setMapPosition(float(posx), float(posy)) self._npclist.append(actor) def destroyScene(self): self._cameras.clear() self._player.destroy() for npc in self._npclist: npc.destroy() if self._map: self._gamecontroller.engine.getModel().deleteMap(self._map) self._map = None self._actorlayer = None self._player = None self._npclist = [] 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)