Mercurial > parpg-source
diff gamemap.py @ 0:7a89ea5404b1
Initial commit of parpg-core.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 14 May 2011 01:12:35 -0700 |
parents | |
children | 06145a6ee387 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/gamemap.py Sat May 14 01:12:35 2011 -0700 @@ -0,0 +1,167 @@ +# 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 + + # 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.model.settings.fife.ScreenWidth + height = self.model.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.model.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.player_character.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.player_character.behaviour.agent + camera.setLocation(player_agent.getLocation())