view demos/rpg/scripts/objects/items.py @ 697:ecaa4d98f05f tip

Abstracted the GUI code and refactored the GUIChan-specific code into its own module. * Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring. * GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass. * The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class. * The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged. * Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author M. George Hansen <technopolitica@gmail.com>
date Sat, 18 Jun 2011 00:28:40 -1000
parents f85762e634c5
children
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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
# ####################################################################

import sys, os, re, math, random, shutil

from fife import fife

from scripts.objects.baseobject import BaseGameObject, GameObjectTypes


class BaseItem(BaseGameObject):
	def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname):
		super(BaseItem, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname, True)
		
	def _getItemType(self):
		return self._name
		
	def _getItemName(self):
		return self._id
	
	itemtype = property(_getItemType)
	itemname = property(_getItemName)

class PickableItem(BaseItem):
	def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname):
		super(PickableItem, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname)
		self._type = GameObjectTypes["ITEM"]

	def onPickUp(self):
		#remove item from the scene
		self._gamecontroller.scene.removeObjectFromScene(self)
	
	def onDrop(self, dropx, dropy):
		#recreate object
		self._createFIFEInstance(self, self._gamecontroller.scene.itemlayer)
		self.setMapPosition(dropx, dropy)
		
		self._gamecontroller.scene.addObjectToScene(self)		
	
class GoldStack(PickableItem):
	def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname):
		super(GoldStack, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname)
		
		self._value = 0
		
	def serialize(self):
		lvars = super(GoldStack, self).serialize()
		lvars['value'] = self._value

		return lvars

	def deserialize(self, valuedict):
		super(GoldStack, self).deserialize(valuedict)
		
		if valuedict.has_key("value"):
			self._value = int(valuedict['value'])
		else:
			self._value = 0
		
	def _getValue(self):
		return self._value
		
	def _setValue(self, value):
		self._value = int(value)
		
	value = property(_getValue, _setValue)
	
class Portal(BaseItem):
	def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname):
		super(Portal, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname)
		self._type = GameObjectTypes["PORTAL"]
		
		self._dest = None
	
	def serialize(self):
		lvars = super(Portal, self).serialize()
		lvars['dest'] = self._dest
		
		return lvars

	def deserialize(self, valuedict):
		super(Portal, self).deserialize(valuedict)

		if valuedict.has_key("dest"):
			self._dest = valuedict['dest']
		else:
			self._dest = "town"

	def _getDest(self):
		return self._dest
		
	def _setDest(self, dest):
		self._dest = dest
		
	dest = property(_getDest, _setDest)