annotate src/parpg/gamescenecontroller.py @ 134:c938a828a38a

Added actions for lockable components (Open, Close, Lock and Unlock).
author KarstenBock@gmx.net
date Fri, 30 Sep 2011 14:05:16 +0200
parents 0ffebdca7ba3
children 140e5e93f026
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
84
1e7465a785c4 Removed the pos value from the fifeagent component. getItemActions of Gamescenecontroller gets the position by calling a method of the behaviour.
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23 import logging
0
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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
134
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31 from objects.action import (ChangeMapAction, ExamineAction, TalkAction,
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32 OpenAction, CloseAction, UnlockAction, LockAction,
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33 PickUpAction, DropItemAction,
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34 )
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35
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36 from parpg.world import World
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37
0
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38 #For debugging/code analysis
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39 if False:
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40 from gamesceneview import GameSceneView
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41 from gamemodel import GameModel
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42 from parpg import PARPGApplication
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43
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44
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45 logger = logging.getLogger('gamescenecontroller')
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46
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47 class GameSceneController(World, ControllerBase):
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48 '''
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49 This controller handles inputs when the game is in "scene" state.
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50 "Scene" state is when the player can move around and interact
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51 with objects. Like, talking to a npc or examining the contents of a box.
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52 '''
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53
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54
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55 def __init__(self, engine, view, model, application):
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56 '''
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57 Constructor
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58 @param engine: Instance of the active fife engine
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59 @type engine: fife.Engine
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60 @param view: Instance of a GameSceneView
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61 @param type: parpg.GameSceneView
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62 @param model: The model that has the current gamestate
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63 @type model: parpg.GameModel
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64 @param application: The application that created this controller
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65 @type application: parpg.PARPGApplication
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66 @param settings: The current settings of the application
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67 @type settings: fife.extensions.fife_settings.Setting
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68 '''
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69 ControllerBase.__init__(self,
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70 engine,
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71 view,
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72 model,
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73 application)
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74 World.__init__(self)
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75 #this can be helpful for IDEs code analysis
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76 if False:
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77 assert(isinstance(self.engine, fife.Engine))
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78 assert(isinstance(self.view, GameSceneView))
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79 assert(isinstance(self.view, GameModel))
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80 assert(isinstance(self.application, PARPGApplication))
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81 assert(isinstance(self.event_manager, fife.EventManager))
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82
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83 # Last saved mouse coords
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84 self.action_number = 1
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85
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86 self.has_mouse_focus = True
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87 self.last_mousecoords = None
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88 self.mouse_callback = None
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89 self.original_cursor_id = self.engine.getCursor().getId()
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90 self.scroll_data = {"mouse":[], "kb":[], "offset":[0,0]}
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91 self.scroll_timer = extensions.fife_timer.Timer(
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92 100,
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93 lambda: self.view.moveCamera(self.scroll_data["offset"]),
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94 )
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95
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96 #this is temporary until we can set the native cursor
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97 self.resetMouseCursor()
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98 self.paused = False
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99
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100 if model.settings.fife.EnableSound:
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101 if not self.view.sounds.music_init:
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102 music_path = 'music'
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103 music_file = random.choice(
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104 glob.glob('/'.join([music_path, '*.ogg']))
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105 )
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106 self.view.sounds.playMusic(music_file)
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107 self.initHud()
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108
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109
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110 def initHud(self):
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111 """Initialize the hud member
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112 @return: None"""
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113 hud_callbacks = {
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114 'saveGame': self.saveGame,
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115 'loadGame': self.loadGame,
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116 'quitGame': self.quitGame,
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117 }
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118 self.view.hud = Hud(self,
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119 self.model.settings,
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120 hud_callbacks)
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121
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122 def keyPressed(self, evt):
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123 """Whenever a key is pressed, fife calls this routine.
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124 @type evt: fife.event
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125 @param evt: The event that fife caught
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126 @return: None"""
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127 key = evt.getKey()
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128 key_val = key.getValue()
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129
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130 if(key_val == key.Q):
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131 # we need to quit the game
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132 self.view.hud.quitGame()
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133 if(key_val == key.T):
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134 self.model.active_map.toggleRenderer('GridRenderer')
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135 if(key_val == key.F1):
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136 # display the help screen and pause the game
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137 self.view.hud.displayHelp()
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138 if(key_val == key.F5):
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139 self.model.active_map.toggleRenderer('CoordinateRenderer')
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140 if(key_val == key.F7):
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141 # F7 saves a screenshot to screenshots directory
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142
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143 settings = self.model.settings
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144 # FIXME M. George Hansen 2011-06-06: Not sure that user_path is set
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145 # correctly atm.
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146 screenshot_directory = os.path.join(settings.user_path,
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147 'screenshots')
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148 # try to create the screenshots directory
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149 try:
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150 os.mkdir(screenshot_directory)
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151 #TODO: distinguish between already existing permissions error
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152 except OSError:
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153 logger.warning("screenshot directory wasn't created.")
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154
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155 screenshot_file = os.path.join(screenshot_directory,
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156 'screen-{0}.png'.format(
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157 datetime.now().strftime(
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158 '%Y-%m-%d-%H-%M-%S')))
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159 self.engine.getRenderBackend().captureScreen(screenshot_file)
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160 logger.info("PARPG: Saved: {0}".format(screenshot_file))
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161 if(key_val == key.F10):
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162 # F10 shows/hides the console
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163 self.engine.getGuiManager().getConsole().toggleShowHide()
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164 if(key_val == key.C):
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165 # C opens and closes the character screen.
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166 self.view.hud.toggleCharacterScreen()
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167 if(key_val == key.I):
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168 # I opens and closes the inventory
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169 self.view.hud.toggleInventory()
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170 if(key_val == key.A):
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171 # A adds a test action to the action box
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172 # The test actions will follow this format: Action 1,
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173 # Action 2, etc.
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174 self.view.hud.addAction("Action " + str(self.action_number))
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175 self.action_number += 1
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176 if(key_val == key.ESCAPE):
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177 # Escape brings up the main menu
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178 self.view.hud.displayMenu()
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179 # Hide the quit menu
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180 self.view.hud.quit_window.hide()
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181 if(key_val == key.M):
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182 self.view.sounds.toggleMusic()
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183 if(key_val == key.PAUSE):
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184 # Pause pause/unpause the game
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185 self.model.togglePause()
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186 self.pause(False)
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187 if(key_val == key.SPACE):
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188 self.model.active_map.centerCameraOnPlayer()
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189
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190 #alter scroll data if a directional key is hit
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191 if(key_val == key.UP):
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192 if not "up" in self.scroll_data["kb"]:
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193 self.scroll_data["kb"].append("up")
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194
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195 if(key_val == key.RIGHT):
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196 if not "right" in self.scroll_data["kb"]:
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197 self.scroll_data["kb"].append("right")
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198
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199 if(key_val == key.DOWN):
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200 if not "down" in self.scroll_data["kb"]:
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201 self.scroll_data["kb"].append("down")
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202
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203 if(key_val == key.LEFT):
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204 if not "left" in self.scroll_data["kb"]:
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205 self.scroll_data["kb"].append("left")
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206
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207 def keyReleased(self, evt):
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208 """Whenever a key is pressed, fife calls this routine.
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209 @type evt: fife.event
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210 @param evt: The event that fife caught
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211 @return: None"""
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212 key = evt.getKey()
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213 key_val = key.getValue()
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214
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215 #alter scroll data if a directional key is released
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216 if(key_val == key.UP):
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217 if "up" in self.scroll_data["kb"]:
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218 self.scroll_data["kb"].remove("up")
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219
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220 if(key_val == key.RIGHT):
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221 if "right" in self.scroll_data["kb"]:
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222 self.scroll_data["kb"].remove("right")
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223
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224 if(key_val == key.DOWN):
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225 if "down" in self.scroll_data["kb"]:
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226 self.scroll_data["kb"].remove("down")
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227
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228 if(key_val == key.LEFT):
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229 if "left" in self.scroll_data["kb"]:
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230 self.scroll_data["kb"].remove("left")
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231
0
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232 def mouseReleased(self, evt):
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233 """If a mouse button is released, fife calls this routine.
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234 We want to wait until the button is released, because otherwise
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235 pychan captures the release if a menu is opened.
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236 @type evt: fife.event
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237 @param evt: The event that fife caught
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238 @return: None"""
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239 self.view.hud.hideContextMenu()
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240 scr_point = fife.ScreenPoint(evt.getX(), evt.getY())
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241 if(evt.getButton() == fife.MouseEvent.LEFT):
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242 if(data_drag.dragging):
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243 coord = self.model.getCoords(scr_point)\
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244 .getExactLayerCoordinates()
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245 commands = ({"Command": "ResetMouseCursor"},
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246 {"Command": "StopDragging"})
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247 self.model.game_state.getObjectById("PlayerCharacter").fifeagent.approach([coord.x,
0
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248 coord.y],
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249 DropItemAction(self,
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250 data_drag.dragged_item,
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251 commands))
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252 else:
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253 self.model.movePlayer(self.model.getCoords(scr_point))
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254 elif(evt.getButton() == fife.MouseEvent.RIGHT):
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255 # is there an object here?
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256 tmp_active_map = self.model.active_map
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257 instances = tmp_active_map.cameras[tmp_active_map.my_cam_id].\
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258 getMatchingInstances(scr_point,
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259 tmp_active_map.agent_layer)
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260 info = None
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261 for inst in instances:
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262 # check to see if this is an active item
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263 if(self.model.objectActive(inst.getId())):
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264 # yes, get the model
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265 info = self.getItemActions(inst.getId())
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266 break
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267
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268 # take the menu items returned by the engine or show a
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269 # default menu if no items
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270 data = info or \
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271 [["Walk", "Walk here", self.view.onWalk,
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272 self.model.getCoords(scr_point)]]
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273 # show the menu
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274 self.view.hud.showContextMenu(data, (scr_point.x, scr_point.y))
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275
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276
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277 def updateMouse(self):
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278 """Updates the mouse values"""
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279 if self.paused:
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280 return
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281 cursor = self.engine.getCursor()
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282 #this can be helpful for IDEs code analysis
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283 if False:
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284 assert(isinstance(cursor, fife.Cursor))
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285 self.last_mousecoords = fife.ScreenPoint(cursor.getX(), cursor.getY())
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286 self.view.highlightFrontObject(self.last_mousecoords)
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287
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288 #set the trigger area in pixles
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289 pixle_edge = 20
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290
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291 mouse_x = self.last_mousecoords.x
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292 screen_width = self.model.engine.getSettings().getScreenWidth()
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293 mouse_y = self.last_mousecoords.y
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294 screen_height = self.model.engine.getSettings().getScreenHeight()
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295
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296 image = None
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297 settings = self.model.settings
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298
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299
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300 #edge logic
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301 if self.has_mouse_focus:
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302 direction = self.scroll_data["mouse"] = []
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303
0
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304 #up
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305 if mouse_y <= pixle_edge:
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306 direction.append("up")
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307 image = '/'.join(['gui/cursors', settings.parpg.CursorUp])
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308
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309 #right
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310 if mouse_x >= screen_width - pixle_edge:
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311 direction.append("right")
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312 image = '/'.join(['gui/cursors', settings.parpg.CursorRight])
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313
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314 #down
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315 if mouse_y >= screen_height - pixle_edge:
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316 direction.append("down")
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317 image = '/'.join(['gui/cursors', settings.parpg.CursorDown])
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318
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319 #left
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320 if mouse_x <= pixle_edge:
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321 direction.append("left")
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322 image = '/'.join(['gui/cursors', settings.parpg.CursorLeft])
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323
0
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324 if image is not None and not data_drag.dragging:
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325 self.setMouseCursor(image, image)
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326
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327
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328 def handleCommands(self):
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329 """Check if a command is to be executed
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330 """
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331 if self.model.map_change:
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332 self.pause(True)
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333 if self.model.active_map:
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334 self.model.updateObjectDB(self)
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335 player_char = self.model.game_state.\
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336 getObjectById("PlayerCharacter").fifeagent
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337 pc_agent = self.model.agents\
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338 [self.model.ALL_AGENTS_KEY]["PlayerCharacter"]
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339 pc_agent["Map"] = self.model.target_map_name
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340 pc_agent["Position"] = (self.model.target_position or
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341 pc_agent["Position"])
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342 player_agent = self.model.active_map.\
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343 agent_layer.getInstance("PlayerCharacter")
131
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344 self.model.game_state.deleteObject("PlayerCharacter").delete()
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345 deleted = self.model.game_state.deleteObjectsFromMap(
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346 self.model.game_state.current_map_name
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347 )
131
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348 deleted.extend(
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349 self.model.game_state.deleteObjectsFromMap(None)
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350 )
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351 for obj in deleted:
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352 obj.delete()
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353
0
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354 self.model.loadMap(self.model.target_map_name)
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355
0
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356 self.model.setActiveMap(self.model.target_map_name)
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357 self.model.readAgentsOfMap(self.model.target_map_name)
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358
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359 self.model.placeAgents(self)
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360 self.model.placePC(self)
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361 self.model.map_change = False
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362 # The PlayerCharacter has an inventory, and also some
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363 # filling of the ready slots in the HUD.
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364 # At this point we sync the contents of the ready slots
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365 # with the contents of the inventory.
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366 self.view.hud.inventory = None
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367 self.view.hud.initializeInventory()
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368 self.pause(False)
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369
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370 def handleScrolling(self):
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371 """
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372 Merge kb and mouse related scroll data, limit the speed and
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373 move the camera.
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374 """
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375 #this is how many pxls the camera is moved in one time frame
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376 scroll_offset = self.scroll_data["offset"] = [0,0]
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377
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378 mouse = self.scroll_data["mouse"]
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379 keyboard = self.scroll_data["kb"]
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380 speed = self.model.settings.parpg.ScrollSpeed
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381
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382 #adds a value to the offset depending on the contents of each
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383 # of the controllers: set() removes doubles
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384 scroll_direction = set(mouse+keyboard)
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385 for direction in scroll_direction:
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386 if direction == "up":
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387 scroll_offset[0] +=1
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388 scroll_offset[1] -=1
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389 elif direction == "right":
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390 scroll_offset[0] +=1
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391 scroll_offset[1] +=1
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392 elif direction == "down":
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393 scroll_offset[0] -=1
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394 scroll_offset[1] +=1
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395 elif direction == "left":
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396 scroll_offset[0] -=1
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397 scroll_offset[1] -=1
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398
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399 #keep the speed within bounds
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400 if scroll_offset[0] > 0: scroll_offset[0] = speed
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401 if scroll_offset[0] < 0: scroll_offset[0] = -speed
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402
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403 if scroll_offset[1] > 0: scroll_offset[1] = speed
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404 if scroll_offset[1] < 0: scroll_offset[1] = -speed
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405
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406 #de/activate scrolling
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407 if scroll_offset != [0, 0]:
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408 self.scroll_timer.start()
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409 else:
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410 self.scroll_timer.stop()
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411 if not data_drag.dragging:
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412 self.resetMouseCursor()
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413
0
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414 def nullFunc(self, userdata):
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415 """Sample callback for the context menus."""
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416 logger.info(userdata)
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417
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418 def initTalk(self, npc_info):
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419 """ Starts the PlayerCharacter talking to an NPC. """
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420 # TODO: work more on this when we get NPCData and HeroData straightened
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421 # out
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diff changeset
422 npc = self.model.game_state.getObjectById(
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9b5498e3bda0 Move the identifier field from the FifeAgent component to the new General component.
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423 npc_info.general.identifier,
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424 self.model.game_state.current_map_name
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diff changeset
425 )
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diff changeset
426 npc_pos = npc.fifeagent.behaviour.getLocation().getLayerCoordinates()
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diff changeset
427 self.model.game_state.getObjectById("PlayerCharacter").fifeagent.\
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diff changeset
428 behaviour.approach([npc_pos.x,
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diff changeset
429 npc_pos.y],
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diff changeset
430 TalkAction(self, npc))
0
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431
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432 def getItemActions(self, obj_id):
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433 """Given the objects ID, return the text strings and callbacks.
1fd2201f5c36 Initial commit of parpg-core.
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434 @type obj_id: string
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435 @param obj_id: ID of object
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diff changeset
436 @rtype: list
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diff changeset
437 @return: List of text and callbacks"""
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438 actions = []
1fd2201f5c36 Initial commit of parpg-core.
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diff changeset
439 obj = self.model.game_state.\
1fd2201f5c36 Initial commit of parpg-core.
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diff changeset
440 getObjectById(obj_id,
1fd2201f5c36 Initial commit of parpg-core.
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441 self.model.game_state.current_map_name)
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1e7465a785c4 Removed the pos value from the fifeagent component. getItemActions of Gamescenecontroller gets the position by calling a method of the behaviour.
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442 obj_pos = obj.fifeagent.behaviour.getLocation().getLayerCoordinates()
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diff changeset
443 player = self.model.game_state.getObjectById("PlayerCharacter")
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444 is_player = obj.general.identifier == player.general.identifier
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diff changeset
445
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diff changeset
446
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447 #TODO: Check all actions to be compatible with the grease components
0
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448 if obj is not None:
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84d03dc70904 Added code that checks if the object is the player so certain actions (talk, attack) will not appear in the menu.
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diff changeset
449 if obj.dialogue and not is_player:
0
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450 actions.append(["Talk", "Talk", self.initTalk, obj])
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diff changeset
451 if obj.characterstats and not is_player:
0
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diff changeset
452 actions.append(["Attack", "Attack", self.nullFunc, obj])
112
c1a6ea47b838 The Examine action in the context menu will now only be shown when the Entity actually has a description text.
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diff changeset
453 if obj.description and obj.description.desc:
0
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parents:
diff changeset
454 actions.append(["Examine", "Examine",
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parents: 69
diff changeset
455 player.fifeagent.behaviour.approach,
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1e7465a785c4 Removed the pos value from the fifeagent component. getItemActions of Gamescenecontroller gets the position by calling a method of the behaviour.
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diff changeset
456 [obj_pos.x, obj_pos.y],
0
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457 ExamineAction(self,
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458 obj_id, obj.description.view_name,
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459 obj.description.desc)])
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460
78
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461 if obj.change_map:
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462 actions.append(["Change Map", "Change Map",
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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 ChangeMapAction(self, obj.change_map.target_map,
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466 obj.change_map.target_position)])
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467
c25c734bd2a7 Modifications to make talking with npcs possible again. Special actions won't work yet though.
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468 if obj.lockable:
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469 if obj.lockable.closed:
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470 actions.append(["Open", "Open",
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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 OpenAction(self, obj)])
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474 else:
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475 actions.append(["Close", "Close",
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476 player.fifeagent.behaviour.approach,
c938a828a38a Added actions for lockable components (Open, Close, Lock and Unlock).
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parents: 131
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477 [obj_pos.x, obj_pos.y],
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478 CloseAction(self, obj)])
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479 if obj.lockable.locked:
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480 actions.append(["Unlock", "Unlock",
c938a828a38a Added actions for lockable components (Open, Close, Lock and Unlock).
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parents: 131
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481 player.fifeagent.behaviour.approach,
c938a828a38a Added actions for lockable components (Open, Close, Lock and Unlock).
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parents: 131
diff changeset
482 [obj_pos.x, obj_pos.y],
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parents: 131
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483 UnlockAction(self, obj)])
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484 else:
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485 actions.append(["Lock", "Lock",
c938a828a38a Added actions for lockable components (Open, Close, Lock and Unlock).
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parents: 131
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486 player.fifeagent.behaviour.approach,
c938a828a38a Added actions for lockable components (Open, Close, Lock and Unlock).
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parents: 131
diff changeset
487 [obj_pos.x, obj_pos.y],
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parents: 131
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488 LockAction(self, obj)])
78
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parents: 69
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489 if obj.containable:
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parents: 69
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490 actions.append(["Pick Up", "Pick Up",
c25c734bd2a7 Modifications to make talking with npcs possible again. Special actions won't work yet though.
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parents: 69
diff changeset
491 player.fifeagent.behaviour.approach,
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1e7465a785c4 Removed the pos value from the fifeagent component. getItemActions of Gamescenecontroller gets the position by calling a method of the behaviour.
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parents: 80
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492 [obj_pos.x, obj_pos.y],
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parents: 69
diff changeset
493 PickUpAction(self, obj)])
0
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parents:
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494
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
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495 return actions
1fd2201f5c36 Initial commit of parpg-core.
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parents:
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496
1fd2201f5c36 Initial commit of parpg-core.
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497 def saveGame(self, *args, **kwargs):
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498 """Saves the game state, delegates call to gamemodel.GameModel
0
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499 @return: None"""
1fd2201f5c36 Initial commit of parpg-core.
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500 self.model.pause(False)
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501 self.pause(False)
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502 self.view.hud.enabled = True
131
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503 self.model.updateObjectDB(self)
0
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parents:
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504 self.model.save(*args, **kwargs)
1fd2201f5c36 Initial commit of parpg-core.
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parents:
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505
1fd2201f5c36 Initial commit of parpg-core.
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506 def loadGame(self, *args, **kwargs):
131
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507 """Loads the game state, delegates call to gamemodel.GameModel
0
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508 @return: None"""
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
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509 # Remove all currently loaded maps so we can start fresh
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
510 self.model.pause(False)
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parents:
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511 self.pause(False)
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parents:
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512 self.view.hud.enabled = True
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513 self.model.deleteMaps()
131
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514 for entity in self.entities.copy():
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515 entity.delete()
0
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parents:
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516 self.view.hud.inventory = None
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parents:
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517
1fd2201f5c36 Initial commit of parpg-core.
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518 self.model.load(*args, **kwargs)
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519 # Load the current map
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520 if self.model.game_state.current_map_name:
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521 self.model.loadMap(self.model.game_state.current_map_name)
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522 self.model.placeAgents(self)
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523 self.model.placePC(self)
0
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parents:
diff changeset
524 self.view.hud.initializeInventory()
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parents:
diff changeset
525
1fd2201f5c36 Initial commit of parpg-core.
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diff changeset
526 def quitGame(self):
1fd2201f5c36 Initial commit of parpg-core.
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diff changeset
527 """Quits the game
1fd2201f5c36 Initial commit of parpg-core.
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diff changeset
528 @return: None"""
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
529 self.application.listener.quitGame()
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
530
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
531 def pause(self, paused):
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
532 """Pauses the controller"""
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
533 super(GameSceneController, self).pause(paused)
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
534 self.paused = paused
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
535 if paused:
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
536 self.scroll_timer.stop()
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
537 self.resetMouseCursor()
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
538
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
539 def onCommand(self, command):
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
540 if(command.getCommandType() == fife.CMD_MOUSE_FOCUS_GAINED):
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
541 self.has_mouse_focus = True
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
542 elif(command.getCommandType() == fife.CMD_MOUSE_FOCUS_LOST):
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
543 self.has_mouse_focus = False
25
aa3d837024a3 Scrolling by keyboard is now possible.
DomtronVox
parents: 12
diff changeset
544
30
94cb5843dcbb Modifications to use the grease manager and modes
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parents: 25
diff changeset
545 def pump(self, dt):
0
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
546 """Routine called during each frame. Our main loop is in ./run.py"""
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
547 # uncomment to instrument
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
548 # t0 = time.time()
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
549 if self.paused:
1fd2201f5c36 Initial commit of parpg-core.
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550 return
30
94cb5843dcbb Modifications to use the grease manager and modes
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parents: 25
diff changeset
551 ControllerBase.pump(self, dt)
0
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
552 self.updateMouse()
1fd2201f5c36 Initial commit of parpg-core.
M. George Hansen <technopolitica@gmail.com>
parents:
diff changeset
553 if self.model.active_map:
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
554 self.view.highlightFrontObject(self.last_mousecoords)
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
555 self.view.refreshTopLayerTransparencies()
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aa3d837024a3 Scrolling by keyboard is now possible.
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parents: 12
diff changeset
556 self.handleScrolling()
0
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parents:
diff changeset
557 self.handleCommands()
1fd2201f5c36 Initial commit of parpg-core.
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parents:
diff changeset
558 # print "%05f" % (time.time()-t0,)