Mercurial > parpg-core
view src/parpg/gamemap.py @ 133:ecac92680bef
Added animation queue and method the base behaviour class.
author | KarstenBock@gmx.net |
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date | Fri, 30 Sep 2011 14:04:29 +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())