Mercurial > parpg-source
annotate gamescenecontroller.py @ 28:bcabbffc88e6
Move setup_behaviour method of the Character entity to a function in fifeagent.py
author | KarstenBock@gmx.net |
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date | Sun, 04 Sep 2011 16:25:23 +0200 |
parents | 708a6f651c31 |
children | 3011bc71ab20 |
rev | line source |
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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 |
4 | 85 self.original_cursor_id = self.engine.getCursor().getId() |
86 self.scroll_data = {"mouse":[], "kb":[], "offset":[0,0]} | |
87 self.scroll_timer = extensions.fife_timer.Timer( | |
88 100, | |
89 lambda: self.view.moveCamera(self.scroll_data["offset"]), | |
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): |
4 | 184 self.model.active_map.centerCameraOnPlayer() |
185 | |
186 #alter scroll data if a directional key is hit | |
187 if(key_val == key.UP): | |
188 if not "up" in self.scroll_data["kb"]: | |
189 self.scroll_data["kb"].append("up") | |
190 | |
191 if(key_val == key.RIGHT): | |
192 if not "right" in self.scroll_data["kb"]: | |
193 self.scroll_data["kb"].append("right") | |
194 | |
195 if(key_val == key.DOWN): | |
196 if not "down" in self.scroll_data["kb"]: | |
197 self.scroll_data["kb"].append("down") | |
198 | |
199 if(key_val == key.LEFT): | |
200 if not "left" in self.scroll_data["kb"]: | |
201 self.scroll_data["kb"].append("left") | |
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202 |
4 | 203 def keyReleased(self, evt): |
204 """Whenever a key is pressed, fife calls this routine. | |
205 @type evt: fife.event | |
206 @param evt: The event that fife caught | |
207 @return: None""" | |
208 key = evt.getKey() | |
209 key_val = key.getValue() | |
210 | |
211 #alter scroll data if a directional key is released | |
212 if(key_val == key.UP): | |
213 if "up" in self.scroll_data["kb"]: | |
214 self.scroll_data["kb"].remove("up") | |
215 | |
216 if(key_val == key.RIGHT): | |
217 if "right" in self.scroll_data["kb"]: | |
218 self.scroll_data["kb"].remove("right") | |
219 | |
220 if(key_val == key.DOWN): | |
221 if "down" in self.scroll_data["kb"]: | |
222 self.scroll_data["kb"].remove("down") | |
223 | |
224 if(key_val == key.LEFT): | |
225 if "left" in self.scroll_data["kb"]: | |
226 self.scroll_data["kb"].remove("left") | |
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)) |
4 | 281 self.last_mousecoords = fife.ScreenPoint(cursor.getX(), cursor.getY()) |
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: |
4 | 298 direction = self.scroll_data["mouse"] = [] |
299 | |
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300 #up |
4 | 301 if mouse_y <= pixle_edge: |
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: |
4 | 307 direction.append("right") |
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308 image = '/'.join(['gui/cursors', settings.parpg.CursorRight]) |
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309 |
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310 #down |
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311 if mouse_y >= screen_height - pixle_edge: |
4 | 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: |
4 | 317 direction.append("left") |
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318 image = '/'.join(['gui/cursors', settings.parpg.CursorLeft]) |
4 | 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 |
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343 self.model.loadMap(self.model.target_map_name) |
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344 |
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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 |
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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 |
4 | 359 def handleScrolling(self): |
360 """ | |
361 Merge kb and mouse related scroll data, limit the speed and | |
362 move the camera. | |
363 """ | |
364 #this is how many pxls the camera is moved in one time frame | |
365 scroll_offset = self.scroll_data["offset"] = [0,0] | |
366 | |
367 mouse = self.scroll_data["mouse"] | |
368 keyboard = self.scroll_data["kb"] | |
369 speed = self.model.settings.parpg.ScrollSpeed | |
370 | |
371 #adds a value to the offset depending on the contents of each | |
372 # of the controllers: set() removes doubles | |
373 scroll_direction = set(mouse+keyboard) | |
374 for direction in scroll_direction: | |
375 if direction == "up": | |
376 scroll_offset[0] +=1 | |
377 scroll_offset[1] -=1 | |
378 elif direction == "right": | |
379 scroll_offset[0] +=1 | |
380 scroll_offset[1] +=1 | |
381 elif direction == "down": | |
382 scroll_offset[0] -=1 | |
383 scroll_offset[1] +=1 | |
384 elif direction == "left": | |
385 scroll_offset[0] -=1 | |
386 scroll_offset[1] -=1 | |
387 | |
388 #keep the speed within bounds | |
389 if scroll_offset[0] > 0: scroll_offset[0] = speed | |
390 if scroll_offset[0] < 0: scroll_offset[0] = -speed | |
391 | |
392 if scroll_offset[1] > 0: scroll_offset[1] = speed | |
393 if scroll_offset[1] < 0: scroll_offset[1] = -speed | |
394 | |
395 #de/activate scrolling | |
396 if scroll_offset != [0, 0]: | |
397 self.scroll_timer.start() | |
398 else: | |
399 self.scroll_timer.stop() | |
400 if not data_drag.dragging: | |
401 self.resetMouseCursor() | |
402 | |
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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", |
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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], |
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442 ExamineAction(self, |
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443 obj_id, obj.name, |
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444 obj.text)]) |
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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", |
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448 self.model.game_state.player_character.approach, |
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449 [obj.X, obj.Y], |
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450 ChangeMapAction(self, obj.target_map_name, |
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451 obj.target_pos)]) |
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452 # is it a container? |
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453 if obj.trueAttr("container"): |
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454 actions.append(["Open", "Open", |
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455 self.model.game_state.\ |
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456 player_character.approach, |
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457 [obj.X, obj.Y], |
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458 OpenBoxAction(self, obj)]) |
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459 actions.append(["Unlock", "Unlock", |
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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 |
4 | 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) |
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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() |
4 | 530 self.handleScrolling() |
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531 self.handleCommands() |
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532 # print "%05f" % (time.time()-t0,) |