annotate src/parpg/gamescenecontroller.py @ 42:9a97f53fc550

Backed out changeset: 6a637c737d20
author KarstenBock@gmx.net
date Wed, 10 Aug 2011 21:08:48 +0200
parents 94cb5843dcbb
children 32faacaf6f28
rev   line source
0
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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
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24 from fife import fife
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25 from fife import extensions
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26
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27 from controllerbase import ControllerBase
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28 from parpg.gui.hud import Hud
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29 from parpg.gui import drag_drop_data as data_drag
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30 from objects.action import ChangeMapAction, ExamineAction, OpenBoxAction, \
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31 UnlockBoxAction, LockBoxAction, TalkAction, \
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32 PickUpAction, DropItemAction
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33
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34 #For debugging/code analysis
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35 if False:
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36 from gamesceneview import GameSceneView
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37 from gamemodel import GameModel
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38 from parpg import PARPGApplication
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39
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40 import logging
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41
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42 logger = logging.getLogger('gamescenecontroller')
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43
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44 class GameSceneController(ControllerBase):
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45 '''
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46 This controller handles inputs when the game is in "scene" state.
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47 "Scene" state is when the player can move around and interact
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48 with objects. Like, talking to a npc or examining the contents of a box.
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49 '''
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50
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51
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52 def __init__(self, engine, view, model, application):
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53 '''
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54 Constructor
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55 @param engine: Instance of the active fife engine
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56 @type engine: fife.Engine
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57 @param view: Instance of a GameSceneView
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58 @param type: parpg.GameSceneView
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59 @param model: The model that has the current gamestate
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60 @type model: parpg.GameModel
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61 @param application: The application that created this controller
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62 @type application: parpg.PARPGApplication
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63 @param settings: The current settings of the application
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64 @type settings: fife.extensions.fife_settings.Setting
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65 '''
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66 ControllerBase.__init__(self,
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67 engine,
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68 view,
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69 model,
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70 application)
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71 #this can be helpful for IDEs code analysis
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72 if False:
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73 assert(isinstance(self.engine, fife.Engine))
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74 assert(isinstance(self.view, GameSceneView))
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75 assert(isinstance(self.view, GameModel))
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76 assert(isinstance(self.application, PARPGApplication))
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77 assert(isinstance(self.event_manager, fife.EventManager))
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78
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79 # Last saved mouse coords
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80 self.action_number = 1
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81
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82 self.has_mouse_focus = True
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83 self.last_mousecoords = None
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84 self.mouse_callback = None
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85 self.original_cursor_id = self.engine.getCursor().getId()
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86 self.scroll_data = {"mouse":[], "kb":[], "offset":[0,0]}
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87 self.scroll_timer = extensions.fife_timer.Timer(
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88 100,
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89 lambda: self.view.moveCamera(self.scroll_data["offset"]),
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90 )
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91
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92 #this is temporary until we can set the native cursor
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93 self.resetMouseCursor()
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94 self.paused = False
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95
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96 if model.settings.fife.EnableSound:
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97 if not self.view.sounds.music_init:
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98 music_path = 'music'
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99 music_file = random.choice(
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100 glob.glob('/'.join([music_path, '*.ogg']))
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101 )
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102 self.view.sounds.playMusic(music_file)
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103 self.initHud()
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104
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105
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106 def initHud(self):
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107 """Initialize the hud member
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108 @return: None"""
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109 hud_callbacks = {
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110 'saveGame': self.saveGame,
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111 'loadGame': self.loadGame,
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112 'quitGame': self.quitGame,
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113 }
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114 self.view.hud = Hud(self,
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115 self.model.settings,
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116 hud_callbacks)
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117
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118 def keyPressed(self, evt):
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119 """Whenever a key is pressed, fife calls this routine.
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120 @type evt: fife.event
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121 @param evt: The event that fife caught
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122 @return: None"""
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123 key = evt.getKey()
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124 key_val = key.getValue()
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125
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126 if(key_val == key.Q):
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127 # we need to quit the game
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128 self.view.hud.quitGame()
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129 if(key_val == key.T):
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130 self.model.active_map.toggleRenderer('GridRenderer')
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131 if(key_val == key.F1):
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132 # display the help screen and pause the game
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133 self.view.hud.displayHelp()
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134 if(key_val == key.F5):
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135 self.model.active_map.toggleRenderer('CoordinateRenderer')
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136 if(key_val == key.F7):
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137 # F7 saves a screenshot to screenshots directory
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138
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139 settings = self.model.settings
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140 # FIXME M. George Hansen 2011-06-06: Not sure that user_path is set
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141 # correctly atm.
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142 screenshot_directory = os.path.join(settings.user_path,
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143 'screenshots')
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144 # try to create the screenshots directory
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145 try:
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146 os.mkdir(screenshot_directory)
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147 #TODO: distinguish between already existing permissions error
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148 except OSError:
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149 logger.warning("screenshot directory wasn't created.")
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150
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151 screenshot_file = os.path.join(screenshot_directory,
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152 'screen-{0}.png'.format(
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153 datetime.now().strftime(
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154 '%Y-%m-%d-%H-%M-%S')))
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155 self.engine.getRenderBackend().captureScreen(screenshot_file)
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156 logger.info("PARPG: Saved: {0}".format(screenshot_file))
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157 if(key_val == key.F10):
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158 # F10 shows/hides the console
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159 self.engine.getGuiManager().getConsole().toggleShowHide()
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160 if(key_val == key.C):
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161 # C opens and closes the character screen.
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162 self.view.hud.toggleCharacterScreen()
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163 if(key_val == key.I):
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164 # I opens and closes the inventory
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165 self.view.hud.toggleInventory()
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166 if(key_val == key.A):
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167 # A adds a test action to the action box
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168 # The test actions will follow this format: Action 1,
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169 # Action 2, etc.
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170 self.view.hud.addAction("Action " + str(self.action_number))
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171 self.action_number += 1
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172 if(key_val == key.ESCAPE):
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173 # Escape brings up the main menu
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174 self.view.hud.displayMenu()
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175 # Hide the quit menu
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176 self.view.hud.quit_window.hide()
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177 if(key_val == key.M):
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178 self.view.sounds.toggleMusic()
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179 if(key_val == key.PAUSE):
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180 # Pause pause/unpause the game
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181 self.model.togglePause()
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182 self.pause(False)
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183 if(key_val == key.SPACE):
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184 self.model.active_map.centerCameraOnPlayer()
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185
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186 #alter scroll data if a directional key is hit
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187 if(key_val == key.UP):
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188 if not "up" in self.scroll_data["kb"]:
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189 self.scroll_data["kb"].append("up")
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190
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191 if(key_val == key.RIGHT):
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192 if not "right" in self.scroll_data["kb"]:
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193 self.scroll_data["kb"].append("right")
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194
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195 if(key_val == key.DOWN):
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196 if not "down" in self.scroll_data["kb"]:
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197 self.scroll_data["kb"].append("down")
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198
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199 if(key_val == key.LEFT):
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200 if not "left" in self.scroll_data["kb"]:
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201 self.scroll_data["kb"].append("left")
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202
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203 def keyReleased(self, evt):
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204 """Whenever a key is pressed, fife calls this routine.
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205 @type evt: fife.event
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206 @param evt: The event that fife caught
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207 @return: None"""
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208 key = evt.getKey()
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209 key_val = key.getValue()
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210
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211 #alter scroll data if a directional key is released
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212 if(key_val == key.UP):
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213 if "up" in self.scroll_data["kb"]:
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214 self.scroll_data["kb"].remove("up")
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215
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216 if(key_val == key.RIGHT):
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217 if "right" in self.scroll_data["kb"]:
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218 self.scroll_data["kb"].remove("right")
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219
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220 if(key_val == key.DOWN):
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221 if "down" in self.scroll_data["kb"]:
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222 self.scroll_data["kb"].remove("down")
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223
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224 if(key_val == key.LEFT):
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225 if "left" in self.scroll_data["kb"]:
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226 self.scroll_data["kb"].remove("left")
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227
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228 def mouseReleased(self, evt):
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229 """If a mouse button is released, fife calls this routine.
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230 We want to wait until the button is released, because otherwise
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231 pychan captures the release if a menu is opened.
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232 @type evt: fife.event
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233 @param evt: The event that fife caught
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234 @return: None"""
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235 self.view.hud.hideContextMenu()
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236 scr_point = fife.ScreenPoint(evt.getX(), evt.getY())
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237 if(evt.getButton() == fife.MouseEvent.LEFT):
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238 if(data_drag.dragging):
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239 coord = self.model.getCoords(scr_point)\
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240 .getExactLayerCoordinates()
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241 commands = ({"Command": "ResetMouseCursor"},
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242 {"Command": "StopDragging"})
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243 self.model.game_state.player_character.approach([coord.x,
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244 coord.y],
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245 DropItemAction(self,
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246 data_drag.dragged_item,
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247 commands))
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248 else:
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249 self.model.movePlayer(self.model.getCoords(scr_point))
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250 elif(evt.getButton() == fife.MouseEvent.RIGHT):
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251 # is there an object here?
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252 tmp_active_map = self.model.active_map
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253 instances = tmp_active_map.cameras[tmp_active_map.my_cam_id].\
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254 getMatchingInstances(scr_point,
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255 tmp_active_map.agent_layer)
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256 info = None
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257 for inst in instances:
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258 # check to see if this is an active item
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259 if(self.model.objectActive(inst.getId())):
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260 # yes, get the model
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261 info = self.getItemActions(inst.getId())
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262 break
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263
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264 # take the menu items returned by the engine or show a
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265 # default menu if no items
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266 data = info or \
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267 [["Walk", "Walk here", self.view.onWalk,
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268 self.model.getCoords(scr_point)]]
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269 # show the menu
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270 self.view.hud.showContextMenu(data, (scr_point.x, scr_point.y))
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271
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272
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273 def updateMouse(self):
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274 """Updates the mouse values"""
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275 if self.paused:
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276 return
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277 cursor = self.engine.getCursor()
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278 #this can be helpful for IDEs code analysis
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279 if False:
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280 assert(isinstance(cursor, fife.Cursor))
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281 self.last_mousecoords = fife.ScreenPoint(cursor.getX(), cursor.getY())
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282 self.view.highlightFrontObject(self.last_mousecoords)
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283
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284 #set the trigger area in pixles
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285 pixle_edge = 20
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286
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287 mouse_x = self.last_mousecoords.x
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288 screen_width = self.model.engine.getSettings().getScreenWidth()
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289 mouse_y = self.last_mousecoords.y
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290 screen_height = self.model.engine.getSettings().getScreenHeight()
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291
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292 image = None
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293 settings = self.model.settings
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294
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295
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296 #edge logic
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297 if self.has_mouse_focus:
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298 direction = self.scroll_data["mouse"] = []
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299
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300 #up
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301 if mouse_y <= pixle_edge:
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302 direction.append("up")
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303 image = '/'.join(['gui/cursors', settings.parpg.CursorUp])
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304
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305 #right
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306 if mouse_x >= screen_width - pixle_edge:
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307 direction.append("right")
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308 image = '/'.join(['gui/cursors', settings.parpg.CursorRight])
0
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309
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310 #down
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311 if mouse_y >= screen_height - pixle_edge:
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312 direction.append("down")
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313 image = '/'.join(['gui/cursors', settings.parpg.CursorDown])
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314
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315 #left
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316 if mouse_x <= pixle_edge:
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317 direction.append("left")
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318 image = '/'.join(['gui/cursors', settings.parpg.CursorLeft])
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319
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320 if image is not None and not data_drag.dragging:
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321 self.setMouseCursor(image, image)
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322
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323
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324 def handleCommands(self):
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325 """Check if a command is to be executed
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326 """
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327 if self.model.map_change:
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328 self.pause(True)
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329 if self.model.active_map:
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330 player_char = self.model.game_state.player_character
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331 self.model.game_state.player_character = None
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332 pc_agent = self.model.agents[self.model.ALL_AGENTS_KEY]\
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333 ["PlayerCharacter"]
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334 pc_agent.update(player_char.getStateForSaving())
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335 pc_agent["Map"] = self.model.target_map_name
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336 pc_agent["Position"] = self.model.target_position
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337 pc_agent["Inventory"] = \
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338 player_char.inventory.serializeInventory()
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339 player_agent = self.model.active_map.\
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340 agent_layer.getInstance("PlayerCharacter")
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341 self.model.active_map.agent_layer.deleteInstance(player_agent)
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342
0
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343 self.model.loadMap(self.model.target_map_name)
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344
0
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345 self.model.setActiveMap(self.model.target_map_name)
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346 self.model.readAgentsOfMap(self.model.target_map_name)
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347
0
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348 self.model.placeAgents()
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349 self.model.placePC()
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350 self.model.map_change = False
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351 # The PlayerCharacter has an inventory, and also some
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352 # filling of the ready slots in the HUD.
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353 # At this point we sync the contents of the ready slots
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354 # with the contents of the inventory.
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355 self.view.hud.inventory = None
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356 self.view.hud.initializeInventory()
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357 self.pause(False)
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358
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359 def handleScrolling(self):
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360 """
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361 Merge kb and mouse related scroll data, limit the speed and
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362 move the camera.
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363 """
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364 #this is how many pxls the camera is moved in one time frame
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365 scroll_offset = self.scroll_data["offset"] = [0,0]
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366
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367 mouse = self.scroll_data["mouse"]
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368 keyboard = self.scroll_data["kb"]
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369 speed = self.model.settings.parpg.ScrollSpeed
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370
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371 #adds a value to the offset depending on the contents of each
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372 # of the controllers: set() removes doubles
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373 scroll_direction = set(mouse+keyboard)
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374 for direction in scroll_direction:
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375 if direction == "up":
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376 scroll_offset[0] +=1
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377 scroll_offset[1] -=1
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378 elif direction == "right":
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379 scroll_offset[0] +=1
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380 scroll_offset[1] +=1
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381 elif direction == "down":
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382 scroll_offset[0] -=1
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383 scroll_offset[1] +=1
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384 elif direction == "left":
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385 scroll_offset[0] -=1
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386 scroll_offset[1] -=1
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387
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388 #keep the speed within bounds
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389 if scroll_offset[0] > 0: scroll_offset[0] = speed
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390 if scroll_offset[0] < 0: scroll_offset[0] = -speed
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391
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392 if scroll_offset[1] > 0: scroll_offset[1] = speed
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393 if scroll_offset[1] < 0: scroll_offset[1] = -speed
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394
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395 #de/activate scrolling
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396 if scroll_offset != [0, 0]:
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397 self.scroll_timer.start()
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398 else:
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399 self.scroll_timer.stop()
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400 if not data_drag.dragging:
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401 self.resetMouseCursor()
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402
0
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403 def nullFunc(self, userdata):
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404 """Sample callback for the context menus."""
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405 logger.info(userdata)
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406
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407 def initTalk(self, npc_info):
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408 """ Starts the PlayerCharacter talking to an NPC. """
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409 # TODO: work more on this when we get NPCData and HeroData straightened
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410 # out
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411 npc = self.model.game_state.getObjectById(npc_info.ID,
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412 self.model.game_state.\
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413 current_map_name)
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414 self.model.game_state.player_character.approach([npc.getLocation().\
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415 getLayerCoordinates().x,
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416 npc.getLocation().\
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417 getLayerCoordinates().y],
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418 TalkAction(self, npc))
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419
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420 def getItemActions(self, obj_id):
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421 """Given the objects ID, return the text strings and callbacks.
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422 @type obj_id: string
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423 @param obj_id: ID of object
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424 @rtype: list
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425 @return: List of text and callbacks"""
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426 actions = []
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427 # note: ALWAYS check NPC's first!
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428 obj = self.model.game_state.\
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429 getObjectById(obj_id,
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430 self.model.game_state.current_map_name)
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431
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432 if obj is not None:
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433 if obj.trueAttr("NPC"):
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434 # keep it simple for now, None to be replaced by callbacks
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435 actions.append(["Talk", "Talk", self.initTalk, obj])
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436 actions.append(["Attack", "Attack", self.nullFunc, obj])
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437 else:
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438 actions.append(["Examine", "Examine",
1fd2201f5c36 Initial commit of parpg-core.
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439 self.model.game_state.\
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440 player_character.approach,
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441 [obj.X, obj.Y],
1fd2201f5c36 Initial commit of parpg-core.
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442 ExamineAction(self,
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443 obj_id, obj.name,
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444 obj.text)])
1fd2201f5c36 Initial commit of parpg-core.
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445 # is it a Door?
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446 if obj.trueAttr("door"):
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447 actions.append(["Change Map", "Change Map",
1fd2201f5c36 Initial commit of parpg-core.
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448 self.model.game_state.player_character.approach,
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449 [obj.X, obj.Y],
1fd2201f5c36 Initial commit of parpg-core.
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450 ChangeMapAction(self, obj.target_map_name,
1fd2201f5c36 Initial commit of parpg-core.
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451 obj.target_pos)])
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diff changeset
452 # is it a container?
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453 if obj.trueAttr("container"):
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454 actions.append(["Open", "Open",
1fd2201f5c36 Initial commit of parpg-core.
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diff changeset
455 self.model.game_state.\
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456 player_character.approach,
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457 [obj.X, obj.Y],
1fd2201f5c36 Initial commit of parpg-core.
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diff changeset
458 OpenBoxAction(self, obj)])
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459 actions.append(["Unlock", "Unlock",
1fd2201f5c36 Initial commit of parpg-core.
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diff changeset
460 self.model.game_state.\
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461 player_character.approach,
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462 [obj.X, obj.Y],
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463 UnlockBoxAction(self, obj)])
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464 actions.append(["Lock", "Lock",
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465 self.model.game_state.\
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466 player_character.approach,
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467 [obj.X, obj.Y],
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468 LockBoxAction(self, obj)])
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469 # can you pick it up?
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470 if obj.trueAttr("carryable"):
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471 actions.append(["Pick Up", "Pick Up",
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472 self.model.game_state.\
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473 player_character.approach,
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474 [obj.X, obj.Y],
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475 PickUpAction(self, obj)])
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476
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477 return actions
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478
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479 def saveGame(self, *args, **kwargs):
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480 """Saves the game state, delegates call to engine.Engine
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481 @return: None"""
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482 self.model.pause(False)
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483 self.pause(False)
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484 self.view.hud.enabled = True
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485 self.model.save(*args, **kwargs)
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486
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487 def loadGame(self, *args, **kwargs):
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488 """Loads the game state, delegates call to engine.Engine
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489 @return: None"""
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490 # Remove all currently loaded maps so we can start fresh
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491 self.model.pause(False)
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492 self.pause(False)
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493 self.view.hud.enabled = True
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494 self.model.deleteMaps()
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495 self.view.hud.inventory = None
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496
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497 self.model.load(*args, **kwargs)
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498 self.view.hud.initializeInventory()
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499
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500 def quitGame(self):
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501 """Quits the game
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502 @return: None"""
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503 self.application.listener.quitGame()
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504
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505 def pause(self, paused):
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506 """Pauses the controller"""
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507 super(GameSceneController, self).pause(paused)
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508 self.paused = paused
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509 if paused:
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510 self.scroll_timer.stop()
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511 self.resetMouseCursor()
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512
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513 def onCommand(self, command):
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514 if(command.getCommandType() == fife.CMD_MOUSE_FOCUS_GAINED):
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515 self.has_mouse_focus = True
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516 elif(command.getCommandType() == fife.CMD_MOUSE_FOCUS_LOST):
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517 self.has_mouse_focus = False
25
aa3d837024a3 Scrolling by keyboard is now possible.
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518
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519 def pump(self, dt):
0
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520 """Routine called during each frame. Our main loop is in ./run.py"""
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521 # uncomment to instrument
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522 # t0 = time.time()
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523 if self.paused:
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524 return
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525 ControllerBase.pump(self, dt)
0
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526 self.updateMouse()
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527 if self.model.active_map:
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528 self.view.highlightFrontObject(self.last_mousecoords)
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529 self.view.refreshTopLayerTransparencies()
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530 self.handleScrolling()
0
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531 self.handleCommands()
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532 # print "%05f" % (time.time()-t0,)