Mercurial > parpg-source
comparison gamescenecontroller.py @ 0:7a89ea5404b1
Initial commit of parpg-core.
author | M. George Hansen <technopolitica@gmail.com> |
---|---|
date | Sat, 14 May 2011 01:12:35 -0700 |
parents | |
children | 06145a6ee387 |
comparison
equal
deleted
inserted
replaced
-1:000000000000 | 0:7a89ea5404b1 |
---|---|
1 # This file is part of PARPG. | |
2 | |
3 # PARPG is free software: you can redistribute it and/or modify | |
4 # it under the terms of the GNU General Public License as published by | |
5 # the Free Software Foundation, either version 3 of the License, or | |
6 # (at your option) any later version. | |
7 | |
8 # PARPG is distributed in the hope that it will be useful, | |
9 # but WITHOUT ANY WARRANTY; without even the implied warranty of | |
10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
11 # GNU General Public License for more details. | |
12 | |
13 # You should have received a copy of the GNU General Public License | |
14 # along with PARPG. If not, see <http://www.gnu.org/licenses/>. | |
15 """This file contains the GameSceneController that handles input when the game | |
16 is exploring a scene""" | |
17 | |
18 | |
19 from datetime import datetime | |
20 import random | |
21 import glob | |
22 import os | |
23 | |
24 from fife import fife | |
25 from fife import extensions | |
26 | |
27 from controllerbase import ControllerBase | |
28 from parpg.gui.hud import Hud | |
29 from parpg.gui import drag_drop_data as data_drag | |
30 from objects.action import ChangeMapAction, ExamineAction, OpenBoxAction, \ | |
31 UnlockBoxAction, LockBoxAction, TalkAction, \ | |
32 PickUpAction, DropItemAction | |
33 | |
34 #For debugging/code analysis | |
35 if False: | |
36 from gamesceneview import GameSceneView | |
37 from gamemodel import GameModel | |
38 from parpg import PARPGApplication | |
39 | |
40 import logging | |
41 | |
42 logger = logging.getLogger('gamescenecontroller') | |
43 | |
44 class GameSceneController(ControllerBase): | |
45 ''' | |
46 This controller handles inputs when the game is in "scene" state. | |
47 "Scene" state is when the player can move around and interact | |
48 with objects. Like, talking to a npc or examining the contents of a box. | |
49 ''' | |
50 | |
51 | |
52 def __init__(self, engine, view, model, application): | |
53 ''' | |
54 Constructor | |
55 @param engine: Instance of the active fife engine | |
56 @type engine: fife.Engine | |
57 @param view: Instance of a GameSceneView | |
58 @param type: parpg.GameSceneView | |
59 @param model: The model that has the current gamestate | |
60 @type model: parpg.GameModel | |
61 @param application: The application that created this controller | |
62 @type application: parpg.PARPGApplication | |
63 @param settings: The current settings of the application | |
64 @type settings: fife.extensions.fife_settings.Setting | |
65 ''' | |
66 ControllerBase.__init__(self, | |
67 engine, | |
68 view, | |
69 model, | |
70 application) | |
71 #this can be helpful for IDEs code analysis | |
72 if False: | |
73 assert(isinstance(self.engine, fife.Engine)) | |
74 assert(isinstance(self.view, GameSceneView)) | |
75 assert(isinstance(self.view, GameModel)) | |
76 assert(isinstance(self.application, PARPGApplication)) | |
77 assert(isinstance(self.event_manager, fife.EventManager)) | |
78 | |
79 # Last saved mouse coords | |
80 self.action_number = 1 | |
81 | |
82 self.has_mouse_focus = True | |
83 self.last_mousecoords = None | |
84 self.mouse_callback = None | |
85 self.original_cursor_id = self.engine.getCursor().getId() | |
86 self.scroll_direction = [0, 0] | |
87 self.scroll_timer = extensions.fife_timer.Timer(100, | |
88 lambda: self.view.moveCamera \ | |
89 (self.scroll_direction)) | |
90 | |
91 #this is temporary until we can set the native cursor | |
92 self.resetMouseCursor() | |
93 self.paused = False | |
94 | |
95 if model.settings.fife.EnableSound: | |
96 if not self.view.sounds.music_init: | |
97 music_file = random.choice(glob.glob(os.path.join( | |
98 "music", | |
99 "*.ogg"))) | |
100 self.view.sounds.playMusic(music_file) | |
101 self.initHud() | |
102 | |
103 | |
104 def initHud(self): | |
105 """Initialize the hud member | |
106 @return: None""" | |
107 hud_callbacks = { | |
108 'saveGame': self.saveGame, | |
109 'loadGame': self.loadGame, | |
110 'quitGame': self.quitGame, | |
111 } | |
112 self.view.hud = Hud(self, | |
113 self.model.settings, | |
114 hud_callbacks) | |
115 | |
116 def keyPressed(self, evt): | |
117 """Whenever a key is pressed, fife calls this routine. | |
118 @type evt: fife.event | |
119 @param evt: The event that fife caught | |
120 @return: None""" | |
121 key = evt.getKey() | |
122 key_val = key.getValue() | |
123 | |
124 if(key_val == key.Q): | |
125 # we need to quit the game | |
126 self.view.hud.quitGame() | |
127 if(key_val == key.T): | |
128 self.model.active_map.toggleRenderer('GridRenderer') | |
129 if(key_val == key.F1): | |
130 # display the help screen and pause the game | |
131 self.view.hud.displayHelp() | |
132 if(key_val == key.F5): | |
133 self.model.active_map.toggleRenderer('CoordinateRenderer') | |
134 if(key_val == key.F7): | |
135 # F7 saves a screenshot to screenshots directory | |
136 | |
137 settings = self.model.settings | |
138 screenshot_directory = os.path.join(settings.user_path, | |
139 settings.parpg.ScreenshotsPath) | |
140 # try to create the screenshots directory | |
141 try: | |
142 os.mkdir(screenshot_directory) | |
143 #TODO: distinguish between already existing permissions error | |
144 except OSError: | |
145 logger.warning("screenshot directory wasn't created.") | |
146 | |
147 screenshot_file = os.path.join(screenshot_directory, | |
148 'screen-{0}.png'.format( | |
149 datetime.now().strftime( | |
150 '%Y-%m-%d-%H-%M-%S'))) | |
151 self.engine.getRenderBackend().captureScreen(screenshot_file) | |
152 logger.info("PARPG: Saved: {0}".format(screenshot_file)) | |
153 if(key_val == key.F10): | |
154 # F10 shows/hides the console | |
155 self.engine.getGuiManager().getConsole().toggleShowHide() | |
156 if(key_val == key.C): | |
157 # C opens and closes the character screen. | |
158 self.view.hud.toggleCharacterScreen() | |
159 if(key_val == key.I): | |
160 # I opens and closes the inventory | |
161 self.view.hud.toggleInventory() | |
162 if(key_val == key.A): | |
163 # A adds a test action to the action box | |
164 # The test actions will follow this format: Action 1, | |
165 # Action 2, etc. | |
166 self.view.hud.addAction("Action " + str(self.action_number)) | |
167 self.action_number += 1 | |
168 if(key_val == key.ESCAPE): | |
169 # Escape brings up the main menu | |
170 self.view.hud.displayMenu() | |
171 # Hide the quit menu | |
172 self.view.hud.quit_window.hide() | |
173 if(key_val == key.M): | |
174 self.view.sounds.toggleMusic() | |
175 if(key_val == key.PAUSE): | |
176 # Pause pause/unpause the game | |
177 self.model.togglePause() | |
178 self.pause(False) | |
179 if(key_val == key.SPACE): | |
180 self.model.active_map.centerCameraOnPlayer() | |
181 | |
182 def mouseReleased(self, evt): | |
183 """If a mouse button is released, fife calls this routine. | |
184 We want to wait until the button is released, because otherwise | |
185 pychan captures the release if a menu is opened. | |
186 @type evt: fife.event | |
187 @param evt: The event that fife caught | |
188 @return: None""" | |
189 self.view.hud.hideContextMenu() | |
190 scr_point = fife.ScreenPoint(evt.getX(), evt.getY()) | |
191 if(evt.getButton() == fife.MouseEvent.LEFT): | |
192 if(data_drag.dragging): | |
193 coord = self.model.getCoords(scr_point)\ | |
194 .getExactLayerCoordinates() | |
195 commands = ({"Command": "ResetMouseCursor"}, | |
196 {"Command": "StopDragging"}) | |
197 self.model.game_state.player_character.approach([coord.x, | |
198 coord.y], | |
199 DropItemAction(self, | |
200 data_drag.dragged_item, | |
201 commands)) | |
202 else: | |
203 self.model.movePlayer(self.model.getCoords(scr_point)) | |
204 elif(evt.getButton() == fife.MouseEvent.RIGHT): | |
205 # is there an object here? | |
206 tmp_active_map = self.model.active_map | |
207 instances = tmp_active_map.cameras[tmp_active_map.my_cam_id].\ | |
208 getMatchingInstances(scr_point, | |
209 tmp_active_map.agent_layer) | |
210 info = None | |
211 for inst in instances: | |
212 # check to see if this is an active item | |
213 if(self.model.objectActive(inst.getId())): | |
214 # yes, get the model | |
215 info = self.getItemActions(inst.getId()) | |
216 break | |
217 | |
218 # take the menu items returned by the engine or show a | |
219 # default menu if no items | |
220 data = info or \ | |
221 [["Walk", "Walk here", self.view.onWalk, | |
222 self.model.getCoords(scr_point)]] | |
223 # show the menu | |
224 self.view.hud.showContextMenu(data, (scr_point.x, scr_point.y)) | |
225 | |
226 | |
227 def updateMouse(self): | |
228 """Updates the mouse values""" | |
229 if self.paused: | |
230 return | |
231 cursor = self.engine.getCursor() | |
232 #this can be helpful for IDEs code analysis | |
233 if False: | |
234 assert(isinstance(cursor, fife.Cursor)) | |
235 self.last_mousecoords = fife.ScreenPoint(cursor.getX(), | |
236 cursor.getY()) | |
237 self.view.highlightFrontObject(self.last_mousecoords) | |
238 | |
239 #set the trigger area in pixles | |
240 pixle_edge = 20 | |
241 | |
242 mouse_x = self.last_mousecoords.x | |
243 screen_width = self.model.engine.getSettings().getScreenWidth() | |
244 mouse_y = self.last_mousecoords.y | |
245 screen_height = self.model.engine.getSettings().getScreenHeight() | |
246 | |
247 image = None | |
248 settings = self.model.settings | |
249 | |
250 | |
251 #edge logic | |
252 self.scroll_direction = [0, 0] | |
253 if self.has_mouse_focus: | |
254 direction = self.scroll_direction | |
255 #up | |
256 if mouse_y <= pixle_edge: | |
257 direction[0] += 1 | |
258 direction[1] -= 1 | |
259 image = os.path.join(settings.system_path, | |
260 settings.parpg.GuiPath, | |
261 settings.parpg.CursorPath, | |
262 settings.parpg.CursorUp) | |
263 | |
264 #right | |
265 if mouse_x >= screen_width - pixle_edge: | |
266 direction[0] += 1 | |
267 direction[1] += 1 | |
268 image = os.path.join(settings.system_path, | |
269 settings.parpg.GuiPath, | |
270 settings.parpg.CursorPath, | |
271 settings.parpg.CursorRight) | |
272 | |
273 #down | |
274 if mouse_y >= screen_height - pixle_edge: | |
275 direction[0] -= 1 | |
276 direction[1] += 1 | |
277 image = os.path.join(settings.system_path, | |
278 settings.parpg.GuiPath, | |
279 settings.parpg.CursorPath, | |
280 settings.parpg.CursorDown) | |
281 | |
282 #left | |
283 if mouse_x <= pixle_edge: | |
284 direction[0] -= 1 | |
285 direction[1] -= 1 | |
286 image = os.path.join(settings.system_path, | |
287 settings.parpg.GuiPath, | |
288 settings.parpg.CursorPath, | |
289 settings.parpg.CursorLeft) | |
290 | |
291 if image is not None and not data_drag.dragging: | |
292 self.setMouseCursor(image, image) | |
293 | |
294 | |
295 def handleCommands(self): | |
296 """Check if a command is to be executed | |
297 """ | |
298 if self.model.map_change: | |
299 self.pause(True) | |
300 if self.model.active_map: | |
301 player_char = self.model.game_state.player_character | |
302 self.model.game_state.player_character = None | |
303 pc_agent = self.model.agents[self.model.ALL_AGENTS_KEY]\ | |
304 ["PlayerCharacter"] | |
305 pc_agent.update(player_char.getStateForSaving()) | |
306 pc_agent["Map"] = self.model.target_map_name | |
307 pc_agent["Position"] = self.model.target_position | |
308 pc_agent["Inventory"] = \ | |
309 player_char.inventory.serializeInventory() | |
310 player_agent = self.model.active_map.\ | |
311 agent_layer.getInstance("PlayerCharacter") | |
312 self.model.active_map.agent_layer.deleteInstance(player_agent) | |
313 self.model.loadMap(self.model.target_map_name) | |
314 self.model.setActiveMap(self.model.target_map_name) | |
315 self.model.readAgentsOfMap(self.model.target_map_name) | |
316 self.model.placeAgents() | |
317 self.model.placePC() | |
318 self.model.map_change = False | |
319 # The PlayerCharacter has an inventory, and also some | |
320 # filling of the ready slots in the HUD. | |
321 # At this point we sync the contents of the ready slots | |
322 # with the contents of the inventory. | |
323 self.view.hud.inventory = None | |
324 self.view.hud.initializeInventory() | |
325 self.pause(False) | |
326 | |
327 def nullFunc(self, userdata): | |
328 """Sample callback for the context menus.""" | |
329 logger.info(userdata) | |
330 | |
331 def initTalk(self, npc_info): | |
332 """ Starts the PlayerCharacter talking to an NPC. """ | |
333 # TODO: work more on this when we get NPCData and HeroData straightened | |
334 # out | |
335 npc = self.model.game_state.getObjectById(npc_info.ID, | |
336 self.model.game_state.\ | |
337 current_map_name) | |
338 self.model.game_state.player_character.approach([npc.getLocation().\ | |
339 getLayerCoordinates().x, | |
340 npc.getLocation().\ | |
341 getLayerCoordinates().y], | |
342 TalkAction(self, npc)) | |
343 | |
344 def getItemActions(self, obj_id): | |
345 """Given the objects ID, return the text strings and callbacks. | |
346 @type obj_id: string | |
347 @param obj_id: ID of object | |
348 @rtype: list | |
349 @return: List of text and callbacks""" | |
350 actions = [] | |
351 # note: ALWAYS check NPC's first! | |
352 obj = self.model.game_state.\ | |
353 getObjectById(obj_id, | |
354 self.model.game_state.current_map_name) | |
355 | |
356 if obj is not None: | |
357 if obj.trueAttr("NPC"): | |
358 # keep it simple for now, None to be replaced by callbacks | |
359 actions.append(["Talk", "Talk", self.initTalk, obj]) | |
360 actions.append(["Attack", "Attack", self.nullFunc, obj]) | |
361 else: | |
362 actions.append(["Examine", "Examine", | |
363 self.model.game_state.\ | |
364 player_character.approach, | |
365 [obj.X, obj.Y], | |
366 ExamineAction(self, | |
367 obj_id, obj.name, | |
368 obj.text)]) | |
369 # is it a Door? | |
370 if obj.trueAttr("door"): | |
371 actions.append(["Change Map", "Change Map", | |
372 self.model.game_state.player_character.approach, | |
373 [obj.X, obj.Y], | |
374 ChangeMapAction(self, obj.target_map_name, | |
375 obj.target_pos)]) | |
376 # is it a container? | |
377 if obj.trueAttr("container"): | |
378 actions.append(["Open", "Open", | |
379 self.model.game_state.\ | |
380 player_character.approach, | |
381 [obj.X, obj.Y], | |
382 OpenBoxAction(self, obj)]) | |
383 actions.append(["Unlock", "Unlock", | |
384 self.model.game_state.\ | |
385 player_character.approach, | |
386 [obj.X, obj.Y], | |
387 UnlockBoxAction(self, obj)]) | |
388 actions.append(["Lock", "Lock", | |
389 self.model.game_state.\ | |
390 player_character.approach, | |
391 [obj.X, obj.Y], | |
392 LockBoxAction(self, obj)]) | |
393 # can you pick it up? | |
394 if obj.trueAttr("carryable"): | |
395 actions.append(["Pick Up", "Pick Up", | |
396 self.model.game_state.\ | |
397 player_character.approach, | |
398 [obj.X, obj.Y], | |
399 PickUpAction(self, obj)]) | |
400 | |
401 return actions | |
402 | |
403 def saveGame(self, *args, **kwargs): | |
404 """Saves the game state, delegates call to engine.Engine | |
405 @return: None""" | |
406 self.model.pause(False) | |
407 self.pause(False) | |
408 self.view.hud.enabled = True | |
409 self.model.save(*args, **kwargs) | |
410 | |
411 def loadGame(self, *args, **kwargs): | |
412 """Loads the game state, delegates call to engine.Engine | |
413 @return: None""" | |
414 # Remove all currently loaded maps so we can start fresh | |
415 self.model.pause(False) | |
416 self.pause(False) | |
417 self.view.hud.enabled = True | |
418 self.model.deleteMaps() | |
419 self.view.hud.inventory = None | |
420 | |
421 self.model.load(*args, **kwargs) | |
422 self.view.hud.initializeInventory() | |
423 | |
424 def quitGame(self): | |
425 """Quits the game | |
426 @return: None""" | |
427 self.application.listener.quitGame() | |
428 | |
429 def pause(self, paused): | |
430 """Pauses the controller""" | |
431 super(GameSceneController, self).pause(paused) | |
432 self.paused = paused | |
433 if paused: | |
434 self.scroll_timer.stop() | |
435 self.resetMouseCursor() | |
436 | |
437 def onCommand(self, command): | |
438 if(command.getCommandType() == fife.CMD_MOUSE_FOCUS_GAINED): | |
439 self.has_mouse_focus = True | |
440 elif(command.getCommandType() == fife.CMD_MOUSE_FOCUS_LOST): | |
441 self.has_mouse_focus = False | |
442 | |
443 def pump(self): | |
444 """Routine called during each frame. Our main loop is in ./run.py""" | |
445 # uncomment to instrument | |
446 # t0 = time.time() | |
447 if self.paused: | |
448 return | |
449 self.updateMouse() | |
450 if self.model.active_map: | |
451 self.view.highlightFrontObject(self.last_mousecoords) | |
452 self.view.refreshTopLayerTransparencies() | |
453 if self.scroll_direction != [0, 0]: | |
454 self.scroll_timer.start() | |
455 else: | |
456 self.scroll_timer.stop() | |
457 if not data_drag.dragging: | |
458 self.resetMouseCursor() | |
459 | |
460 self.handleCommands() | |
461 # print "%05f" % (time.time()-t0,) |