Mercurial > parpg-core
annotate src/parpg/gamescenecontroller.py @ 129:7583965ddcd6
If Items in containers or being equipped have no type the game will now try to get the object using the ID.
author | KarstenBock@gmx.net |
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date | Wed, 28 Sep 2011 12:58:18 +0200 |
parents | 29869273f9e1 |
children | 9fcff924eb6f |
rev | line source |
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1 # This file is part of PARPG. |
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2 |
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3 # PARPG is free software: you can redistribute it and/or modify |
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4 # it under the terms of the GNU General Public License as published by |
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5 # the Free Software Foundation, either version 3 of the License, or |
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6 # (at your option) any later version. |
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7 |
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8 # PARPG is distributed in the hope that it will be useful, |
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9 # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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11 # GNU General Public License for more details. |
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12 |
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13 # You should have received a copy of the GNU General Public License |
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14 # along with PARPG. If not, see <http://www.gnu.org/licenses/>. |
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15 """This file contains the GameSceneController that handles input when the game |
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16 is exploring a scene""" |
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17 |
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18 |
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19 from datetime import datetime |
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20 import random |
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21 import glob |
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22 import os |
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23 import logging |
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24 |
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25 from fife import fife |
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26 from fife import extensions |
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27 |
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28 from controllerbase import ControllerBase |
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29 from parpg.gui.hud import Hud |
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30 from parpg.gui import drag_drop_data as data_drag |
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31 from objects.action import ChangeMapAction, ExamineAction, OpenBoxAction, \ |
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32 UnlockBoxAction, LockBoxAction, TalkAction, \ |
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33 PickUpAction, DropItemAction |
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34 |
118 | 35 from parpg.world import World |
36 | |
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37 #For debugging/code analysis |
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38 if False: |
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39 from gamesceneview import GameSceneView |
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40 from gamemodel import GameModel |
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41 from parpg import PARPGApplication |
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42 |
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43 |
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44 logger = logging.getLogger('gamescenecontroller') |
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45 |
118 | 46 class GameSceneController(World, ControllerBase): |
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47 ''' |
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48 This controller handles inputs when the game is in "scene" state. |
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49 "Scene" state is when the player can move around and interact |
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50 with objects. Like, talking to a npc or examining the contents of a box. |
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51 ''' |
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52 |
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53 |
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54 def __init__(self, engine, view, model, application): |
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55 ''' |
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56 Constructor |
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57 @param engine: Instance of the active fife engine |
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58 @type engine: fife.Engine |
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59 @param view: Instance of a GameSceneView |
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60 @param type: parpg.GameSceneView |
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61 @param model: The model that has the current gamestate |
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62 @type model: parpg.GameModel |
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63 @param application: The application that created this controller |
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64 @type application: parpg.PARPGApplication |
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65 @param settings: The current settings of the application |
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66 @type settings: fife.extensions.fife_settings.Setting |
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67 ''' |
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68 ControllerBase.__init__(self, |
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69 engine, |
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70 view, |
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71 model, |
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72 application) |
118 | 73 World.__init__(self) |
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74 #this can be helpful for IDEs code analysis |
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75 if False: |
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76 assert(isinstance(self.engine, fife.Engine)) |
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77 assert(isinstance(self.view, GameSceneView)) |
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78 assert(isinstance(self.view, GameModel)) |
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79 assert(isinstance(self.application, PARPGApplication)) |
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80 assert(isinstance(self.event_manager, fife.EventManager)) |
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81 |
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82 # Last saved mouse coords |
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83 self.action_number = 1 |
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84 |
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85 self.has_mouse_focus = True |
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86 self.last_mousecoords = None |
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87 self.mouse_callback = None |
25 | 88 self.original_cursor_id = self.engine.getCursor().getId() |
89 self.scroll_data = {"mouse":[], "kb":[], "offset":[0,0]} | |
90 self.scroll_timer = extensions.fife_timer.Timer( | |
91 100, | |
92 lambda: self.view.moveCamera(self.scroll_data["offset"]), | |
93 ) | |
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94 |
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95 #this is temporary until we can set the native cursor |
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96 self.resetMouseCursor() |
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97 self.paused = False |
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98 |
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99 if model.settings.fife.EnableSound: |
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100 if not self.view.sounds.music_init: |
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101 music_path = 'music' |
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102 music_file = random.choice( |
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103 glob.glob('/'.join([music_path, '*.ogg'])) |
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104 ) |
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105 self.view.sounds.playMusic(music_file) |
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106 self.initHud() |
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107 |
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108 |
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109 def initHud(self): |
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110 """Initialize the hud member |
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111 @return: None""" |
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112 hud_callbacks = { |
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113 'saveGame': self.saveGame, |
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114 'loadGame': self.loadGame, |
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115 'quitGame': self.quitGame, |
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116 } |
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117 self.view.hud = Hud(self, |
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118 self.model.settings, |
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119 hud_callbacks) |
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120 |
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121 def keyPressed(self, evt): |
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122 """Whenever a key is pressed, fife calls this routine. |
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123 @type evt: fife.event |
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124 @param evt: The event that fife caught |
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125 @return: None""" |
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126 key = evt.getKey() |
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127 key_val = key.getValue() |
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128 |
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129 if(key_val == key.Q): |
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130 # we need to quit the game |
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131 self.view.hud.quitGame() |
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132 if(key_val == key.T): |
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133 self.model.active_map.toggleRenderer('GridRenderer') |
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134 if(key_val == key.F1): |
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135 # display the help screen and pause the game |
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136 self.view.hud.displayHelp() |
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137 if(key_val == key.F5): |
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138 self.model.active_map.toggleRenderer('CoordinateRenderer') |
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139 if(key_val == key.F7): |
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140 # F7 saves a screenshot to screenshots directory |
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141 |
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142 settings = self.model.settings |
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143 # FIXME M. George Hansen 2011-06-06: Not sure that user_path is set |
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144 # correctly atm. |
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145 screenshot_directory = os.path.join(settings.user_path, |
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146 'screenshots') |
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147 # try to create the screenshots directory |
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148 try: |
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149 os.mkdir(screenshot_directory) |
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150 #TODO: distinguish between already existing permissions error |
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151 except OSError: |
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152 logger.warning("screenshot directory wasn't created.") |
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153 |
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154 screenshot_file = os.path.join(screenshot_directory, |
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155 'screen-{0}.png'.format( |
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156 datetime.now().strftime( |
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157 '%Y-%m-%d-%H-%M-%S'))) |
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158 self.engine.getRenderBackend().captureScreen(screenshot_file) |
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159 logger.info("PARPG: Saved: {0}".format(screenshot_file)) |
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160 if(key_val == key.F10): |
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161 # F10 shows/hides the console |
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162 self.engine.getGuiManager().getConsole().toggleShowHide() |
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163 if(key_val == key.C): |
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164 # C opens and closes the character screen. |
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165 self.view.hud.toggleCharacterScreen() |
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166 if(key_val == key.I): |
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167 # I opens and closes the inventory |
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168 self.view.hud.toggleInventory() |
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169 if(key_val == key.A): |
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170 # A adds a test action to the action box |
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171 # The test actions will follow this format: Action 1, |
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172 # Action 2, etc. |
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173 self.view.hud.addAction("Action " + str(self.action_number)) |
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174 self.action_number += 1 |
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175 if(key_val == key.ESCAPE): |
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176 # Escape brings up the main menu |
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177 self.view.hud.displayMenu() |
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178 # Hide the quit menu |
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179 self.view.hud.quit_window.hide() |
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180 if(key_val == key.M): |
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181 self.view.sounds.toggleMusic() |
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182 if(key_val == key.PAUSE): |
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183 # Pause pause/unpause the game |
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184 self.model.togglePause() |
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185 self.pause(False) |
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186 if(key_val == key.SPACE): |
25 | 187 self.model.active_map.centerCameraOnPlayer() |
188 | |
189 #alter scroll data if a directional key is hit | |
190 if(key_val == key.UP): | |
191 if not "up" in self.scroll_data["kb"]: | |
192 self.scroll_data["kb"].append("up") | |
193 | |
194 if(key_val == key.RIGHT): | |
195 if not "right" in self.scroll_data["kb"]: | |
196 self.scroll_data["kb"].append("right") | |
197 | |
198 if(key_val == key.DOWN): | |
199 if not "down" in self.scroll_data["kb"]: | |
200 self.scroll_data["kb"].append("down") | |
201 | |
202 if(key_val == key.LEFT): | |
203 if not "left" in self.scroll_data["kb"]: | |
204 self.scroll_data["kb"].append("left") | |
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205 |
25 | 206 def keyReleased(self, evt): |
207 """Whenever a key is pressed, fife calls this routine. | |
208 @type evt: fife.event | |
209 @param evt: The event that fife caught | |
210 @return: None""" | |
211 key = evt.getKey() | |
212 key_val = key.getValue() | |
213 | |
214 #alter scroll data if a directional key is released | |
215 if(key_val == key.UP): | |
216 if "up" in self.scroll_data["kb"]: | |
217 self.scroll_data["kb"].remove("up") | |
218 | |
219 if(key_val == key.RIGHT): | |
220 if "right" in self.scroll_data["kb"]: | |
221 self.scroll_data["kb"].remove("right") | |
222 | |
223 if(key_val == key.DOWN): | |
224 if "down" in self.scroll_data["kb"]: | |
225 self.scroll_data["kb"].remove("down") | |
226 | |
227 if(key_val == key.LEFT): | |
228 if "left" in self.scroll_data["kb"]: | |
229 self.scroll_data["kb"].remove("left") | |
230 | |
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231 def mouseReleased(self, evt): |
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232 """If a mouse button is released, fife calls this routine. |
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233 We want to wait until the button is released, because otherwise |
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234 pychan captures the release if a menu is opened. |
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235 @type evt: fife.event |
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236 @param evt: The event that fife caught |
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237 @return: None""" |
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238 self.view.hud.hideContextMenu() |
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239 scr_point = fife.ScreenPoint(evt.getX(), evt.getY()) |
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240 if(evt.getButton() == fife.MouseEvent.LEFT): |
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241 if(data_drag.dragging): |
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242 coord = self.model.getCoords(scr_point)\ |
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243 .getExactLayerCoordinates() |
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244 commands = ({"Command": "ResetMouseCursor"}, |
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245 {"Command": "StopDragging"}) |
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246 self.model.game_state.getObjectById("PlayerCharacter").fifeagent.approach([coord.x, |
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247 coord.y], |
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248 DropItemAction(self, |
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249 data_drag.dragged_item, |
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250 commands)) |
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251 else: |
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252 self.model.movePlayer(self.model.getCoords(scr_point)) |
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253 elif(evt.getButton() == fife.MouseEvent.RIGHT): |
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254 # is there an object here? |
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255 tmp_active_map = self.model.active_map |
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256 instances = tmp_active_map.cameras[tmp_active_map.my_cam_id].\ |
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257 getMatchingInstances(scr_point, |
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258 tmp_active_map.agent_layer) |
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259 info = None |
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260 for inst in instances: |
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261 # check to see if this is an active item |
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262 if(self.model.objectActive(inst.getId())): |
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263 # yes, get the model |
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264 info = self.getItemActions(inst.getId()) |
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265 break |
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266 |
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267 # take the menu items returned by the engine or show a |
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268 # default menu if no items |
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269 data = info or \ |
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270 [["Walk", "Walk here", self.view.onWalk, |
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271 self.model.getCoords(scr_point)]] |
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272 # show the menu |
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273 self.view.hud.showContextMenu(data, (scr_point.x, scr_point.y)) |
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274 |
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275 |
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276 def updateMouse(self): |
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277 """Updates the mouse values""" |
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278 if self.paused: |
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279 return |
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280 cursor = self.engine.getCursor() |
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281 #this can be helpful for IDEs code analysis |
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282 if False: |
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283 assert(isinstance(cursor, fife.Cursor)) |
25 | 284 self.last_mousecoords = fife.ScreenPoint(cursor.getX(), cursor.getY()) |
285 self.view.highlightFrontObject(self.last_mousecoords) | |
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286 |
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287 #set the trigger area in pixles |
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288 pixle_edge = 20 |
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289 |
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290 mouse_x = self.last_mousecoords.x |
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291 screen_width = self.model.engine.getSettings().getScreenWidth() |
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292 mouse_y = self.last_mousecoords.y |
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293 screen_height = self.model.engine.getSettings().getScreenHeight() |
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294 |
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295 image = None |
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296 settings = self.model.settings |
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297 |
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298 |
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299 #edge logic |
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300 if self.has_mouse_focus: |
25 | 301 direction = self.scroll_data["mouse"] = [] |
302 | |
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303 #up |
25 | 304 if mouse_y <= pixle_edge: |
305 direction.append("up") | |
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306 image = '/'.join(['gui/cursors', settings.parpg.CursorUp]) |
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307 |
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308 #right |
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309 if mouse_x >= screen_width - pixle_edge: |
25 | 310 direction.append("right") |
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311 image = '/'.join(['gui/cursors', settings.parpg.CursorRight]) |
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312 |
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313 #down |
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314 if mouse_y >= screen_height - pixle_edge: |
25 | 315 direction.append("down") |
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316 image = '/'.join(['gui/cursors', settings.parpg.CursorDown]) |
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317 |
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318 #left |
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319 if mouse_x <= pixle_edge: |
25 | 320 direction.append("left") |
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321 image = '/'.join(['gui/cursors', settings.parpg.CursorLeft]) |
25 | 322 |
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323 if image is not None and not data_drag.dragging: |
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324 self.setMouseCursor(image, image) |
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325 |
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326 |
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327 def handleCommands(self): |
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328 """Check if a command is to be executed |
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329 """ |
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330 if self.model.map_change: |
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331 self.pause(True) |
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332 if self.model.active_map: |
118 | 333 self.model.updateObjectDB(self) |
334 player_char = self.model.game_state.\ | |
335 getObjectById("PlayerCharacter").fifeagent | |
336 pc_agent = self.model.agents\ | |
337 [self.model.ALL_AGENTS_KEY]["PlayerCharacter"] | |
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338 pc_agent["Map"] = self.model.target_map_name |
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339 pc_agent["Position"] = self.model.target_position |
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340 player_agent = self.model.active_map.\ |
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341 agent_layer.getInstance("PlayerCharacter") |
118 | 342 self.model.game_state.deleteObject("PlayerCharacter") |
343 self.model.game_state.deleteObjectsFromMap( | |
344 self.model.game_state.current_map_name | |
345 ) | |
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346 |
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347 self.model.loadMap(self.model.target_map_name) |
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348 |
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349 self.model.setActiveMap(self.model.target_map_name) |
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350 self.model.readAgentsOfMap(self.model.target_map_name) |
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351 |
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352 self.model.placeAgents(self) |
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353 self.model.placePC(self) |
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354 self.model.map_change = False |
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355 # The PlayerCharacter has an inventory, and also some |
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356 # filling of the ready slots in the HUD. |
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357 # At this point we sync the contents of the ready slots |
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358 # with the contents of the inventory. |
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359 self.view.hud.inventory = None |
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360 self.view.hud.initializeInventory() |
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361 self.pause(False) |
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362 |
25 | 363 def handleScrolling(self): |
364 """ | |
365 Merge kb and mouse related scroll data, limit the speed and | |
366 move the camera. | |
367 """ | |
368 #this is how many pxls the camera is moved in one time frame | |
369 scroll_offset = self.scroll_data["offset"] = [0,0] | |
370 | |
371 mouse = self.scroll_data["mouse"] | |
372 keyboard = self.scroll_data["kb"] | |
373 speed = self.model.settings.parpg.ScrollSpeed | |
374 | |
375 #adds a value to the offset depending on the contents of each | |
376 # of the controllers: set() removes doubles | |
377 scroll_direction = set(mouse+keyboard) | |
378 for direction in scroll_direction: | |
379 if direction == "up": | |
380 scroll_offset[0] +=1 | |
381 scroll_offset[1] -=1 | |
382 elif direction == "right": | |
383 scroll_offset[0] +=1 | |
384 scroll_offset[1] +=1 | |
385 elif direction == "down": | |
386 scroll_offset[0] -=1 | |
387 scroll_offset[1] +=1 | |
388 elif direction == "left": | |
389 scroll_offset[0] -=1 | |
390 scroll_offset[1] -=1 | |
391 | |
392 #keep the speed within bounds | |
393 if scroll_offset[0] > 0: scroll_offset[0] = speed | |
394 if scroll_offset[0] < 0: scroll_offset[0] = -speed | |
395 | |
396 if scroll_offset[1] > 0: scroll_offset[1] = speed | |
397 if scroll_offset[1] < 0: scroll_offset[1] = -speed | |
398 | |
399 #de/activate scrolling | |
400 if scroll_offset != [0, 0]: | |
401 self.scroll_timer.start() | |
402 else: | |
403 self.scroll_timer.stop() | |
404 if not data_drag.dragging: | |
405 self.resetMouseCursor() | |
406 | |
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407 def nullFunc(self, userdata): |
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408 """Sample callback for the context menus.""" |
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409 logger.info(userdata) |
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410 |
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411 def initTalk(self, npc_info): |
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412 """ Starts the PlayerCharacter talking to an NPC. """ |
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413 # TODO: work more on this when we get NPCData and HeroData straightened |
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414 # out |
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415 npc = self.model.game_state.getObjectById( |
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416 npc_info.general.identifier, |
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417 self.model.game_state.current_map_name |
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418 ) |
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419 npc_pos = npc.fifeagent.behaviour.getLocation().getLayerCoordinates() |
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420 self.model.game_state.getObjectById("PlayerCharacter").fifeagent.\ |
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421 behaviour.approach([npc_pos.x, |
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422 npc_pos.y], |
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423 TalkAction(self, npc)) |
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424 |
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425 def getItemActions(self, obj_id): |
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426 """Given the objects ID, return the text strings and callbacks. |
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427 @type obj_id: string |
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428 @param obj_id: ID of object |
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429 @rtype: list |
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430 @return: List of text and callbacks""" |
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431 actions = [] |
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432 obj = self.model.game_state.\ |
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433 getObjectById(obj_id, |
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434 self.model.game_state.current_map_name) |
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435 obj_pos = obj.fifeagent.behaviour.getLocation().getLayerCoordinates() |
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436 player = self.model.game_state.getObjectById("PlayerCharacter") |
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437 is_player = obj.general.identifier == player.general.identifier |
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438 |
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439 |
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440 #TODO: Check all actions to be compatible with the grease components |
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441 if obj is not None: |
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442 if obj.dialogue and not is_player: |
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443 actions.append(["Talk", "Talk", self.initTalk, obj]) |
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444 if obj.characterstats and not is_player: |
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445 actions.append(["Attack", "Attack", self.nullFunc, obj]) |
112
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446 if obj.description and obj.description.desc: |
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447 actions.append(["Examine", "Examine", |
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448 player.fifeagent.behaviour.approach, |
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449 [obj_pos.x, obj_pos.y], |
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450 ExamineAction(self, |
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451 obj_id, obj.description.view_name, |
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452 obj.description.desc)]) |
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453 |
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454 if obj.change_map: |
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455 actions.append(["Change Map", "Change Map", |
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456 player.fifeagent.behaviour.approach, |
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457 [obj_pos.x, obj_pos.y], |
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458 ChangeMapAction(self, obj.change_map.target_map, |
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459 obj.change_map.target_position)]) |
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460 |
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461 if obj.lockable: |
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462 actions.append(["Open", "Open", |
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463 player.fifeagent.behaviour.approach, |
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464 [obj_pos.x, obj_pos.y], |
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465 OpenBoxAction(self, obj)]) |
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466 actions.append(["Unlock", "Unlock", |
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467 player.fifeagent.behaviour.approach, |
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468 [obj_pos.x, obj_pos.y], |
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469 UnlockBoxAction(self, obj)]) |
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470 actions.append(["Lock", "Lock", |
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471 player.fifeagent.behaviour.approach, |
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472 [obj_pos.x, obj_pos.y], |
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473 LockBoxAction(self, obj)]) |
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474 if obj.containable: |
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475 actions.append(["Pick Up", "Pick Up", |
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476 player.fifeagent.behaviour.approach, |
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477 [obj_pos.x, obj_pos.y], |
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478 PickUpAction(self, obj)]) |
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479 |
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480 return actions |
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481 |
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482 def saveGame(self, *args, **kwargs): |
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483 """Saves the game state, delegates call to engine.Engine |
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484 @return: None""" |
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485 self.model.pause(False) |
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486 self.pause(False) |
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487 self.view.hud.enabled = True |
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488 self.model.save(*args, **kwargs) |
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489 |
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490 def loadGame(self, *args, **kwargs): |
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491 """Loads the game state, delegates call to engine.Engine |
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492 @return: None""" |
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493 # Remove all currently loaded maps so we can start fresh |
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494 self.model.pause(False) |
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495 self.pause(False) |
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496 self.view.hud.enabled = True |
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497 self.model.deleteMaps() |
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498 self.view.hud.inventory = None |
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499 |
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500 self.model.load(*args, **kwargs) |
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501 self.view.hud.initializeInventory() |
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502 |
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503 def quitGame(self): |
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504 """Quits the game |
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505 @return: None""" |
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506 self.application.listener.quitGame() |
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507 |
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508 def pause(self, paused): |
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509 """Pauses the controller""" |
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510 super(GameSceneController, self).pause(paused) |
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511 self.paused = paused |
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512 if paused: |
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513 self.scroll_timer.stop() |
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514 self.resetMouseCursor() |
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515 |
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516 def onCommand(self, command): |
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517 if(command.getCommandType() == fife.CMD_MOUSE_FOCUS_GAINED): |
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518 self.has_mouse_focus = True |
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519 elif(command.getCommandType() == fife.CMD_MOUSE_FOCUS_LOST): |
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520 self.has_mouse_focus = False |
25 | 521 |
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522 def pump(self, dt): |
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523 """Routine called during each frame. Our main loop is in ./run.py""" |
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524 # uncomment to instrument |
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525 # t0 = time.time() |
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526 if self.paused: |
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527 return |
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528 ControllerBase.pump(self, dt) |
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529 self.updateMouse() |
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530 if self.model.active_map: |
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531 self.view.highlightFrontObject(self.last_mousecoords) |
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532 self.view.refreshTopLayerTransparencies() |
25 | 533 self.handleScrolling() |
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534 self.handleCommands() |
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535 # print "%05f" % (time.time()-t0,) |