Mercurial > parpg-core
view src/parpg/gamemap.py @ 150:3fc7cfa80771
Modified InventoryGrid to set a name for each slot containing the index.
Added getSlot method to InventoryGrid.
Renamed InventoryGUI class to CharacterGUI.
Added InventoryGUI class which handles the inventory part of the CharacterGUI.
An InventoryGUI instance is now created in CharacterGUI.
author | KarstenBock@gmx.net |
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date | Wed, 05 Oct 2011 12:59:22 +0200 |
parents | ad75fa042b99 |
children | 59c9ce2b8351 |
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# 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 self.settings = self.model.settings # 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.settings.fife.ScreenWidth height = self.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.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.getObjectById("PlayerCharacter").fifeagent.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.getObjectById("PlayerCharacter").fifeagent.behaviour.agent camera.setLocation(player_agent.getLocation())