Mercurial > fife-parpg
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 |
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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