Mercurial > fife-parpg
view demos/rpg/scripts/scene.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> |
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date | Sat, 18 Jun 2011 00:28:40 -1000 |
parents | e3140f01749d |
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, uuid from fife import fife from fife.extensions.loaders import loadMapFile from fife.extensions.serializers.xml_loader_tools import loadImportFile from fife.extensions.serializers.simplexml import SimpleXMLSerializer from fife.extensions.serializers.xmlobject import XMLObjectLoader from scripts.actors.baseactor import Actor from scripts.actors.questgiver import QuestGiver from scripts.quests.basequest import Quest, ReturnItemQuest, QuestTypes from scripts.actors.player import Player from scripts.objects.baseobject import GameObjectTypes from scripts.objects.items import BaseItem, GoldStack, Portal from scripts.misc.exceptions import ObjectNotFoundError, ObjectAlreadyInSceneError from scripts.misc.serializer import Serializer class Scene(Serializer): def __init__(self, gamecontroller): self._gamecontroller = gamecontroller self._map = None self._mapname = None self._maincameraname = self._gamecontroller.settings.get("RPG", "DefaultCameraName", "camera1") self._cameras = {} self._actorlayer = None self._player = None self._objectlist = {} self._objectsettings = None self._modelsettings = None self.obj_loader = XMLObjectLoader( gamecontroller.engine.getImagePool(), gamecontroller.engine.getAnimationPool(), gamecontroller.engine.getModel(), gamecontroller.engine.getVFS() ) def loadObject(self, objectname, objectid=None, valuedict=None): if objectid: identifier = objectid else: identifier = str(uuid.uuid1()) try: objdict = self._modelsettings.get("objects", objectname, {}) modeldict = self._modelsettings.get("models", objdict["modelname"], {}) loadImportFile(self.obj_loader, modeldict["file"], self._gamecontroller.engine) if objdict["type"] == "GOLD": newobject = GoldStack(self._gamecontroller, self.itemlayer, objdict["type"], objectname, modeldict["model"], identifier) elif objdict["type"] == "PORTAL": newobject = Portal(self._gamecontroller, self.itemlayer, objdict["type"], objectname, modeldict["model"], identifier) elif objdict["type"] == "QUESTGIVER": newobject = QuestGiver(self._gamecontroller, self.actorlayer, objdict["type"], objectname, modeldict["model"], identifier, True) elif objdict["type"] == "ENEMY": newobject = Actor(self._gamecontroller, self.actorlayer, objdict["type"], objectname, modeldict["model"], identifier, True) else: return None #if the valuedict is supplied it overrides the loaded default values if valuedict: newobject.deserialize(valuedict) else: newobject.deserialize(objdict) except KeyError, e: raise ObjectNotFoundError return newobject def loadObjects(self, mapfilename): for obj in self._objectsettings.get("objects", "objectlist", []): try: objdict = self._objectsettings.get("objects", obj, {}) newobj = self.loadObject(objdict["objectname"], obj, objdict) self._gamecontroller.logger.log_debug("Loaded object: " + obj) except ObjectNotFoundError, e: self._gamecontroller.logger.log_error("Error while loading object: " + obj) continue try: if newobj: self.addObjectToScene(newobj) except ObjectAlreadyInSceneError, e: self._gamecontroller.logger.log_error("Object already part of scene:" + obj) continue def createPlayerObject(self): """ @todo: once we have all art assets this should be able to load one of 3 player models """ modeldict = self._modelsettings.get("models", "Player", {}) loadImportFile(self.obj_loader, modeldict["file"], self._gamecontroller.engine) self._player = Player(self._gamecontroller, self.actorlayer, "warrior") playerfilename = os.path.join("saves", "player_save.xml") if os.path.isfile(playerfilename): player_settings = SimpleXMLSerializer(playerfilename) pvals = player_settings.get("player", "player", {}) self._player.deserialize(pvals) def createScene(self, mapname): mapfilename = os.path.join("maps", mapname + ".xml") if self._map: self.destroyScene() self._map = loadMapFile(mapfilename, self._gamecontroller.engine) self._mapname = mapname if os.path.isfile(os.path.join("saves", mapname + "_save.xml")): objectfile = os.path.join("saves", mapname + "_save.xml") else: objectfile = os.path.join("maps", mapname + "_objects.xml") modelfile = self._gamecontroller.settings.get("RPG", "AllObjectFile", "maps/allobjects.xml") questfile = self._gamecontroller.settings.get("RPG", "QuestFile", "maps/quests.xml") self._objectsettings = SimpleXMLSerializer(objectfile) self._modelsettings = SimpleXMLSerializer(modelfile) for cam in self._map.getCameras(): self._cameras[cam.getId()] = cam self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 1.0)) self._actorlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ActorLayer", "actor_layer")) self._itemlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ItemLayer", "item_layer")) self.loadObjects(mapfilename) #finally load the player self.createPlayerObject() def destroyScene(self): for obj in self._objectlist.values(): obj.destroy() self._objectlist.clear() self._objectlist = {} self._cameras.clear() self._cameras = {} self._player.destroy() self._player = None for cam in self._map.getCameras(): cam.resetRenderers() if self._map: self._gamecontroller.engine.getModel().deleteMap(self._map) retval = self._gamecontroller.engine.getModel().deleteObjects() self._map = None self._mapname = None self._actorlayer = None self._itemlayer = None self._objectsettings = None self._modelsettings = None def getInstancesAt(self, clickpoint, layer): """ Query the main camera for instances on the specified layer. """ return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, layer) def getLocationAt(self, clickpoint): """ Query the main camera for the Map location (on the actor 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 getObject(self, objid): """ Throws ObjectNotFoundError when an object cannot be found on the scene """ try: return self._objectlist[objid] except KeyError: raise ObjectNotFoundError(objid + " was not found on the scene.") def addObjectToScene(self, obj): if not self._objectlist.has_key(obj.id): self._objectlist[obj.id] = obj else: obj.destroy() raise ObjectAlreadyInSceneError def removeObjectFromScene(self, obj): """ Throws ObjectNotFoundError when an object cannot be found on the scene """ obj.destroy() try: del self._objectlist[obj.id] except KeyError: raise ObjectNotFoundError(obj.id + " could not be removed from the scene as it was not found in the scene.") def serialize(self): filename = os.path.join("saves", self._mapname + "_save.xml") playerfilename = os.path.join("saves", "player_save.xml") map_settings = SimpleXMLSerializer(filename) player_settings = SimpleXMLSerializer(playerfilename) objectlist = [] for obj in self._objectlist.values(): ovals = obj.serialize() map_settings.set("objects", obj.id, ovals) objectlist.append(obj.id) map_settings.set("objects", "objectlist", objectlist) pvals = self._player.serialize() player_settings.set("player", "player", pvals) map_settings.save() player_settings.save() def deserialize(self): if self._mapname: createScene(self._mapname) def updateScene(self): pass def _getActorLayer(self): return self._actorlayer def _getItemLayer(self): return self._itemlayer def _getCameras(self): return self._cameras def _getPlayer(self): return self._player def _getObjectList(self): return self._objectlist def _getMap(self): return self._map def _getMapName(self): return self._mapname actorlayer = property(_getActorLayer) itemlayer = property(_getItemLayer) cameras = property(_getCameras) player = property(_getPlayer) objectlist = property(_getObjectList) map = property(_getMap) mapname = property(_getMapName)