diff src/parpg/gamemap.py @ 0:1fd2201f5c36

Initial commit of parpg-core.
author M. George Hansen <technopolitica@gmail.com>
date Sat, 14 May 2011 01:12:35 -0700
parents
children d60f1dab8469
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/parpg/gamemap.py	Sat May 14 01:12:35 2011 -0700
@@ -0,0 +1,167 @@
+#   This file is part of PARPG.
+
+#   PARPG is free software: you can redistribute it and/or modify
+#   it under the terms of the GNU General Public License as published by
+#   the Free Software Foundation, either version 3 of the License, or
+#   (at your option) any later version.
+
+#   PARPG is distributed in the hope that it will be useful,
+#   but WITHOUT ANY WARRANTY; without even the implied warranty of
+#   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#   GNU General Public License for more details.
+
+#   You should have received a copy of the GNU General Public License
+#   along with PARPG.  If not, see <http://www.gnu.org/licenses/>.
+
+from fife import fife
+
+from fife.extensions.loaders import loadMapFile
+
+class GameMap(fife.MapChangeListener):
+    """Map class used to flag changes in the map"""
+    def __init__(self, engine, model):
+        # init mapchange listener
+        fife.MapChangeListener.__init__(self)
+        self.map = None
+        self.engine = engine
+        self.model = model
+
+        # init map attributes
+        self.my_cam_id = None
+        self.cameras = {}
+        self.agent_layer = None
+        self.top_layer = None
+        self.fife_model = engine.getModel()
+        self.transitions = []
+        self.cur_cam2_x = 0
+        self.initial_cam2_x = 0
+        self.cam2_scrolling_right = True
+        self.target_rotation = 0
+        self.outline_renderer = None
+        
+    def reset(self):
+        """Reset the model to default settings.
+           @return: None"""
+        # We have to delete the map in Fife.
+        if self.map:
+            self.model.deleteObjects()
+            self.model.deleteMap(self.map)
+        self.transitions = []
+        self.map = None
+        self.agent_layer = None        
+        self.top_layer = None
+        # We have to clear the cameras in the view as well, or we can't reuse
+        # camera names like 'main'
+        #self.view.clearCameras()
+        self.initial_cam2_x = 0
+        self.cam2_scrolling_right = True
+        #self.cameras = {}
+        self.cur_cam2_x = 0
+        self.target_rotation = 0
+        self.outline_renderer = None
+        
+    def makeActive(self):
+        """Makes this map the active one.
+           @return: None"""
+        self.cameras[self.my_cam_id].setEnabled(True)
+        
+    def load(self, filename):
+        """Load a map given the filename.
+           @type filename: String
+           @param filename: Name of map to load
+           @return: None"""
+        self.reset()
+        self.map = loadMapFile(filename, self.engine)
+        self.agent_layer = self.map.getLayer('ObjectLayer')
+        self.top_layer = self.map.getLayer('TopLayer')      
+            
+        # it's possible there's no transition layer
+        size = len('TransitionLayer')
+        for layer in self.map.getLayers():
+            # could be many layers, but hopefully no more than 3
+            if(layer.getId()[:size] == 'TransitionLayer'):
+                self.transitions.append(self.map.getLayer(layer.getId()))
+
+        """ Initialize the camera.
+        Note that if we have more than one camera in a map file
+        we will have to rework how self.my_cam_id works. To make sure
+        the proper camera is set as the 'main' camera.
+        At this point we also set the viewport to the current resolution."""
+        for cam in self.map.getCameras():
+            width = self.model.settings.fife.ScreenWidth
+            height = self.model.settings.fife.ScreenHeight
+            viewport = fife.Rect(0, 0, width, height)
+            cam.setViewPort(viewport)
+            self.my_cam_id = cam.getId()
+            self.cameras[self.my_cam_id] = cam
+            cam.resetRenderers()
+        
+        self.target_rotation = self.cameras[self.my_cam_id].getRotation()
+
+        self.outline_renderer = fife.InstanceRenderer.\
+                                        getInstance(
+                                                    self.cameras[
+                                                                 self.my_cam_id
+                                                                 ])
+
+        # set the render text
+        rend = fife.FloatingTextRenderer.getInstance(self.cameras[
+                                                                  self.my_cam_id
+                                                                  ])
+        text = self.engine.getGuiManager().\
+                        createFont('fonts/rpgfont.png', 0, \
+                                   self.model.settings.fife.FontGlyphs)
+        rend.changeDefaultFont(text)
+        rend.activateAllLayers(self.map)
+        rend.setEnabled(True)
+        
+        # Activate the grid renderer on all layers
+        rend = self.cameras['map_camera'].getRenderer('GridRenderer')
+        rend.activateAllLayers(self.map)
+         
+        # Activate the grid renderer on all layers
+        rend = fife.CoordinateRenderer.getInstance(self.cameras[
+                                                                  self.my_cam_id
+                                                                  ])
+        rend.setColor(0, 0, 0)
+        rend.addActiveLayer(self.map.getLayer("GroundLayer"))
+
+        # Make World aware that this is now the active map.
+        self.model.active_map = self
+
+    def addPC(self):
+        """Add the player character to the map
+           @return: None"""
+        # Update gamestate.player_character
+        self.model.game_state.player_character.behaviour.onNewMap(self.agent_layer)
+        self.centerCameraOnPlayer()
+
+    def toggleRenderer(self, r_name):
+        """Enable or disable a renderer.
+           @return: None"""
+        renderer = self.cameras[self.my_cam_id].getRenderer(str(r_name))
+        renderer.setEnabled(not renderer.isEnabled())
+
+    def isPaused(self):
+        """Returns wheter the map is currentply paused or not"""
+        # Time multiplier is a float, never do equals on floats
+        return not self.map.getTimeMultiplier() >= 1.0
+    
+    def pause(self, paused):
+        """ Pause/Unpause the game.
+        @return: nothing"""
+        if paused:
+            self.map.setTimeMultiplier(0.0)
+        if not paused and self.isPaused():
+            self.map.setTimeMultiplier(1.0)
+        
+    def togglePause(self):
+        """ Toggle paused state.
+        @return: nothing"""
+        self.pause(not self.isPaused())
+
+    def centerCameraOnPlayer(self):
+        """Center the camera on the player"""
+        camera = self.cameras[self.my_cam_id]
+        player_agent = self.model.game_state.player_character.behaviour.agent
+        camera.setLocation(player_agent.getLocation())