Mercurial > parpg-source
annotate gamemap.py @ 178:c706963ed0c3
Made the entities of the current map available in the console.
author | Beliar <KarstenBock@gmx.net> |
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date | Tue, 06 Mar 2012 15:39:14 +0100 |
parents | b3b82c2aebee |
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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 |
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16 from fife import fife |
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17 from fife.extensions import pychan |
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18 from fife.extensions.loaders import loadMapFile |
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19 |
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20 class GameMap(fife.MapChangeListener): |
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21 """Map class used to flag changes in the map""" |
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22 def __init__(self, engine, model): |
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23 # init mapchange listener |
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24 fife.MapChangeListener.__init__(self) |
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25 self.map = None |
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26 self.engine = engine |
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27 self.model = model |
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28 self.settings = self.model.settings |
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29 |
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30 # init map attributes |
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31 self.my_cam_id = None |
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32 self.cameras = {} |
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33 self.agent_layer = None |
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34 self.top_layer = None |
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35 self.fife_model = engine.getModel() |
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36 self.transitions = [] |
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37 self.cur_cam2_x = 0 |
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38 self.initial_cam2_x = 0 |
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39 self.cam2_scrolling_right = True |
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40 self.target_rotation = 0 |
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41 self.outline_renderer = None |
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42 |
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43 def reset(self): |
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44 """Reset the model to default settings. |
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45 @return: None""" |
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46 # We have to delete the map in Fife. |
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47 if self.map: |
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48 self.model.deleteObjects() |
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49 self.model.deleteMap(self.map) |
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50 |
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51 self.transitions = [] |
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52 self.map = None |
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53 self.agent_layer = None |
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54 self.top_layer = None |
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55 # We have to clear the cameras in the view as well, or we can't reuse |
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56 # camera names like 'main' |
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57 #self.view.clearCameras() |
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58 self.initial_cam2_x = 0 |
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59 self.cam2_scrolling_right = True |
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60 #self.cameras = {} |
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61 self.cur_cam2_x = 0 |
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62 self.target_rotation = 0 |
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63 self.outline_renderer = None |
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64 |
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65 def makeActive(self): |
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66 """Makes this map the active one. |
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67 @return: None""" |
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68 self.cameras[self.my_cam_id].setEnabled(True) |
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69 |
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70 def load(self, filename): |
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71 """Load a map given the filename. |
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72 @type filename: String |
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73 @param filename: Name of map to load |
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74 @return: None""" |
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75 self.reset() |
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76 |
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77 self.map = loadMapFile(filename, self.engine) |
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78 |
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79 self.agent_layer = self.map.getLayer('ObjectLayer') |
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80 self.top_layer = self.map.getLayer('TopLayer') |
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81 |
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82 # it's possible there's no transition layer |
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83 size = len('TransitionLayer') |
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84 for layer in self.map.getLayers(): |
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85 # could be many layers, but hopefully no more than 3 |
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86 if(layer.getId()[:size] == 'TransitionLayer'): |
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87 self.transitions.append(self.map.getLayer(layer.getId())) |
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88 |
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89 """ Initialize the camera. |
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90 Note that if we have more than one camera in a map file |
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91 we will have to rework how self.my_cam_id works. To make sure |
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92 the proper camera is set as the 'main' camera. |
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93 At this point we also set the viewport to the current resolution.""" |
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94 for cam in self.map.getCameras(): |
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95 width = self.engine.getSettings().getScreenWidth() |
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96 height = self.engine.getSettings().getScreenHeight() |
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97 viewport = fife.Rect(0, 0, width, height) |
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98 cam.setViewPort(viewport) |
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99 self.my_cam_id = cam.getId() |
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100 self.cameras[self.my_cam_id] = cam |
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101 cam.resetRenderers() |
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102 |
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103 self.target_rotation = self.cameras[self.my_cam_id].getRotation() |
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104 |
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105 self.outline_renderer = ( |
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106 fife.InstanceRenderer.getInstance(self.cameras[self.my_cam_id]) |
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107 ) |
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108 |
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109 # set the render text |
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110 rend = fife.FloatingTextRenderer.getInstance( |
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111 self.cameras[self.my_cam_id] |
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112 ) |
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113 font = pychan.manager.hook.guimanager.createFont( |
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114 'fonts/rpgfont.png', |
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115 0, |
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116 self.settings.get("FIFE", "FontGlyphs") |
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117 ) |
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118 |
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119 rend.setFont(font) |
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120 rend.activateAllLayers(self.map) |
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121 rend.setEnabled(True) |
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122 |
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123 # Activate the grid renderer on all layers |
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124 rend = self.cameras['map_camera'].getRenderer('GridRenderer') |
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125 rend.activateAllLayers(self.map) |
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126 |
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127 # Activate the grid renderer on all layers |
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128 rend = fife.CoordinateRenderer.getInstance( |
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129 self.cameras[self.my_cam_id] |
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130 ) |
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131 rend.setColor(0, 0, 0) |
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132 rend.addActiveLayer(self.map.getLayer("GroundLayer")) |
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133 |
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134 # Make World aware that this is now the active map. |
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135 self.model.active_map = self |
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136 |
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137 def addPC(self): |
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138 """Add the player character to the map |
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139 @return: None""" |
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140 # Update gamestate.player_character |
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141 player = self.model.game_state.getObjectById("PlayerCharacter") |
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142 player.fifeagent.behaviour.onNewMap(self.agent_layer) |
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143 self.centerCameraOnPlayer() |
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144 |
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145 def toggleRenderer(self, r_name): |
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146 """Enable or disable a renderer. |
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147 @return: None""" |
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148 renderer = self.cameras[self.my_cam_id].getRenderer(str(r_name)) |
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149 renderer.setEnabled(not renderer.isEnabled()) |
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150 |
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151 def isPaused(self): |
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152 """Returns wheter the map is currentply paused or not""" |
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153 # Time multiplier is a float, never do equals on floats |
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154 return not self.map.getTimeMultiplier() >= 1.0 |
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155 |
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156 def pause(self, paused): |
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157 """ Pause/Unpause the game. |
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158 @return: nothing""" |
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159 if paused: |
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160 self.map.setTimeMultiplier(0.0) |
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161 if not paused and self.isPaused(): |
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162 self.map.setTimeMultiplier(1.0) |
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163 |
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164 def togglePause(self): |
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165 """ Toggle paused state. |
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166 @return: nothing""" |
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167 self.pause(not self.isPaused()) |
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168 |
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169 def centerCameraOnPlayer(self): |
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170 """Center the camera on the player""" |
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171 camera = self.cameras[self.my_cam_id] |
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172 player = self.model.game_state.getObjectById("PlayerCharacter") |
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173 camera.setLocation(player.fifeagent.behaviour.getLocation()) |