Mercurial > parpg-core
annotate src/parpg/gamemap.py @ 53:7c6e2e39b545
Move setup_behaviour method of the Character entity to a function in fifeagent.py
author | KarstenBock@gmx.net |
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date | Sun, 04 Sep 2011 16:25:23 +0200 |
parents | d60f1dab8469 |
children | ad75fa042b99 |
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 |
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16 from fife import fife |
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17 from fife.extensions.loaders import loadMapFile |
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18 |
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19 class GameMap(fife.MapChangeListener): |
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20 """Map class used to flag changes in the map""" |
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21 def __init__(self, engine, model): |
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22 # init mapchange listener |
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23 fife.MapChangeListener.__init__(self) |
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24 self.map = None |
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25 self.engine = engine |
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26 self.model = model |
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27 self.settings = self.model.settings |
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28 |
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29 # init map attributes |
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30 self.my_cam_id = None |
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31 self.cameras = {} |
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32 self.agent_layer = None |
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33 self.top_layer = None |
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34 self.fife_model = engine.getModel() |
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35 self.transitions = [] |
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36 self.cur_cam2_x = 0 |
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37 self.initial_cam2_x = 0 |
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38 self.cam2_scrolling_right = True |
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39 self.target_rotation = 0 |
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40 self.outline_renderer = None |
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41 |
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42 def reset(self): |
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43 """Reset the model to default settings. |
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44 @return: None""" |
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45 # We have to delete the map in Fife. |
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46 if self.map: |
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47 self.model.deleteObjects() |
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48 self.model.deleteMap(self.map) |
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49 |
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50 self.transitions = [] |
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51 self.map = None |
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52 self.agent_layer = None |
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53 self.top_layer = None |
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54 # We have to clear the cameras in the view as well, or we can't reuse |
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55 # camera names like 'main' |
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56 #self.view.clearCameras() |
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57 self.initial_cam2_x = 0 |
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58 self.cam2_scrolling_right = True |
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59 #self.cameras = {} |
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60 self.cur_cam2_x = 0 |
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61 self.target_rotation = 0 |
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62 self.outline_renderer = None |
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63 |
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64 def makeActive(self): |
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65 """Makes this map the active one. |
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66 @return: None""" |
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67 self.cameras[self.my_cam_id].setEnabled(True) |
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68 |
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69 def load(self, filename): |
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70 """Load a map given the filename. |
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71 @type filename: String |
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72 @param filename: Name of map to load |
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73 @return: None""" |
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74 self.reset() |
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75 |
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76 self.map = loadMapFile(filename, self.engine) |
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77 |
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78 self.agent_layer = self.map.getLayer('ObjectLayer') |
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79 self.top_layer = self.map.getLayer('TopLayer') |
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80 |
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81 # it's possible there's no transition layer |
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82 size = len('TransitionLayer') |
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83 for layer in self.map.getLayers(): |
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84 # could be many layers, but hopefully no more than 3 |
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85 if(layer.getId()[:size] == 'TransitionLayer'): |
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86 self.transitions.append(self.map.getLayer(layer.getId())) |
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87 |
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88 """ Initialize the camera. |
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89 Note that if we have more than one camera in a map file |
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90 we will have to rework how self.my_cam_id works. To make sure |
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91 the proper camera is set as the 'main' camera. |
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92 At this point we also set the viewport to the current resolution.""" |
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93 for cam in self.map.getCameras(): |
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94 width = self.settings.fife.ScreenWidth |
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95 height = self.settings.fife.ScreenHeight |
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96 viewport = fife.Rect(0, 0, width, height) |
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97 cam.setViewPort(viewport) |
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98 self.my_cam_id = cam.getId() |
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99 self.cameras[self.my_cam_id] = cam |
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100 cam.resetRenderers() |
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101 |
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102 self.target_rotation = self.cameras[self.my_cam_id].getRotation() |
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103 |
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104 self.outline_renderer = fife.InstanceRenderer.\ |
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105 getInstance( |
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106 self.cameras[ |
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107 self.my_cam_id |
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108 ]) |
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109 |
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110 # set the render text |
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111 rend = fife.FloatingTextRenderer.getInstance(self.cameras[ |
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112 self.my_cam_id |
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113 ]) |
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114 text = self.engine.getGuiManager().createFont('fonts/rpgfont.png', |
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115 0, |
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116 self.settings.fife.FontGlyphs) |
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117 |
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118 rend.changeDefaultFont(text) |
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119 rend.activateAllLayers(self.map) |
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120 rend.setEnabled(True) |
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121 |
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122 # Activate the grid renderer on all layers |
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123 rend = self.cameras['map_camera'].getRenderer('GridRenderer') |
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124 rend.activateAllLayers(self.map) |
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125 |
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126 # Activate the grid renderer on all layers |
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127 rend = fife.CoordinateRenderer.getInstance(self.cameras[ |
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128 self.my_cam_id |
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129 ]) |
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130 rend.setColor(0, 0, 0) |
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131 rend.addActiveLayer(self.map.getLayer("GroundLayer")) |
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132 |
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133 # Make World aware that this is now the active map. |
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134 self.model.active_map = self |
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135 |
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136 def addPC(self): |
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137 """Add the player character to the map |
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138 @return: None""" |
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139 # Update gamestate.player_character |
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140 self.model.game_state.player_character.behaviour.onNewMap(self.agent_layer) |
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141 self.centerCameraOnPlayer() |
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142 |
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143 def toggleRenderer(self, r_name): |
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144 """Enable or disable a renderer. |
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145 @return: None""" |
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146 renderer = self.cameras[self.my_cam_id].getRenderer(str(r_name)) |
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147 renderer.setEnabled(not renderer.isEnabled()) |
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148 |
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149 def isPaused(self): |
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150 """Returns wheter the map is currentply paused or not""" |
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151 # Time multiplier is a float, never do equals on floats |
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152 return not self.map.getTimeMultiplier() >= 1.0 |
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153 |
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154 def pause(self, paused): |
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155 """ Pause/Unpause the game. |
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156 @return: nothing""" |
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157 if paused: |
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158 self.map.setTimeMultiplier(0.0) |
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159 if not paused and self.isPaused(): |
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160 self.map.setTimeMultiplier(1.0) |
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161 |
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162 def togglePause(self): |
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163 """ Toggle paused state. |
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164 @return: nothing""" |
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165 self.pause(not self.isPaused()) |
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166 |
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167 def centerCameraOnPlayer(self): |
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168 """Center the camera on the player""" |
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169 camera = self.cameras[self.my_cam_id] |
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170 player_agent = self.model.game_state.player_character.behaviour.agent |
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171 camera.setLocation(player_agent.getLocation()) |