view demos/shooter/scripts/world.py @ 455:e686b82d93d0

Added the ability to pause the game. Added the main menu.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Wed, 07 Apr 2010 19:37:42 +0000
parents bd7e8f708adf
children 41fd97da94d1
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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 MainMenu(object):
	def __init__(self, world):
		self._world = world
		self._widget = pychan.loadXML('gui/mainmenu.xml')

		self._continue = self._widget.findChild(name="continue")
		self._newgame = self._widget.findChild(name="new_game")
		self._credits = self._widget.findChild(name="credits")
		self._highscores = self._widget.findChild(name="high_scores")
		self._quit = self._widget.findChild(name="quit")
		
		self._widget.position = (0,0)

		eventMap = {
			'continue': self._world.continueGame,
			'new_game': self._world.newGame,
			'credits': self._world.showCredits,
			'high_scores': self._world.showHighScores,
			'quit': self._world.quit,
		}

		self._widget.mapEvents(eventMap)		
		
		self._continueMinWidth = self._continue.min_width
		self._continueMinHeight = self._continue.min_height
		self._continueMaxWidth = self._continue.max_width
		self._continueMaxHeight = self._continue.max_height	

		
	def show(self, cont=False):
		if cont:
			self._continue.min_width = self._continueMinWidth
			self._continue.min_height = self._continueMinHeight
			self._continue.max_width = self._continueMaxWidth
			self._continue.max_height = self._continueMaxHeight
			
		else:
			self._continue.min_width = 0
			self._continue.min_height = 0
			self._continue.max_width = 0
			self._continue.max_height = 0

		self._continue.adaptLayout()
		self._widget.show()
		
	def hide(self):
		self._widget.hide()
		

class World(EventListenerBase):
	"""
	The world!

	This class handles:
	  setup of map view (cameras ...)
	  loading the map
	  handles mouse/key events which aren't handled by the GUI.
	   ( by inheriting from EventlistenerBase )

	"""
	def __init__(self, app, engine):
		super(World, self).__init__(engine, regMouse=True, regKeys=True)
		self._applictaion = app
		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
		self._paused = True
		self._pausedtime = 0
		self._starttime = 0
		
		self._mainmenu = MainMenu(self)
		self.showMainMenu()
		
		self._hudwindow = None

	
	def showMainMenu(self):
		if self.scene:
			self._paused = True
			cont = True
		else:
			cont = False
			
		self._mainmenu.show(cont)
		
	def showCredits(self):
		pass
		
	def showHighScores(self):
		pass
		
	def quit(self):
		self.reset()
		self._applictaion.requestQuit()
		
	def reset(self):
		#TODO: ensure these get destroyed correctly
		if self.map:
			self.model.deleteMap(self.map)
		self.map = None
		
		self.cameras = {}
		self.scene = None

	def loadLevel(self, filename):
		"""
		Load a xml map and setup cameras.
		"""
		self.filename = filename
		self.reset()
		self.map = loadMapFile(self.filename, self.engine)

		self.scene = Scene(self.engine, self.map.getLayer('objects'))
		
		if not self._hudwindow:
			self._hudwindow = pychan.loadXML('gui/mainwindow.xml')
			self.fpstext = self._hudwindow.findChild(name="fps")
			self.velocitytext = self._hudwindow.findChild(name="velocity")
			self.positiontext = self._hudwindow.findChild(name="position")
			self.scoretext = self._hudwindow.findChild(name="score")
			self._hudwindow.position = (0,0)
		
		self.scene.initScene(self.map)
		self.initCameras()

		self._hudwindow.show()
		
		self._starttime = self.timemanager.getTime()
		

	def newGame(self):
		self.loadLevel("maps/shooter_map1.xml")
		self._mainmenu.hide()
		self._paused = False
		
	def continueGame(self):
		self._mainmenu.hide()
		self._paused = False
		
	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 == fife.Key.P:
			self._paused = not self._paused
			self._pausedtime += self.timemanager.getTime()
		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.
		"""
		
		if not self.scene:
			return
		
		#update the scene
		if not self._paused:
			if self.scene.paused:
				self.scene.unpause(self.timemanager.getTime() - self._starttime)
				
			self.scene.update(self.timemanager.getTime() - self._starttime, 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
			
		else:
			if not self.scene.paused:
				self.scene.pause(self.timemanager.getTime() - self._starttime)
		
		self.pump_ctr += 1