view behaviours/moving.py @ 119:2399a8c3da0c

Modified EquipmentSlot to display an image instead of a text. Added EquipmentGui class, which handles the equipment slots of the player screen. An EquipmentGui instance will be created in the InventoryGUI constructor. The initializeInventory method of the Hud class supplies the players inventory and equipment to the InventoryGUI constructor.
author KarstenBock@gmx.net
date Wed, 05 Oct 2011 11:04:39 +0200
parents 57f1cff9a75d
children 04854cf6e1ac
line wrap: on
line source

#   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
import base
from base import BaseBehaviour

class MovingAgentBehaviour (BaseBehaviour):
    """Fife agent listener"""
    def __init__(self):
        BaseBehaviour.__init__(self)
        self.speed = 0
        self.idle_counter = 1
        
    def onNewMap(self, layer):
        """Sets the agent onto the new layer."""
        BaseBehaviour.onNewMap(self, layer)
        self.idle_counter = 1


    def approach(self, location, action=None):
        """Approaches a location and then perform an action (if set).
           @type loc: fife.Location
           @param loc: the location to approach
           @type action: Action
           @param action: The action to schedule for execution after the approach.
           @return: None"""
        self.state = base._AGENT_STATE_APPROACH
        self.nextAction = action
        boxLocation = tuple([int(float(i)) for i in location])
        l = fife.Location(self.agent.getLocation())
        l.setLayerCoordinates(fife.ModelCoordinate(*boxLocation))
        self.agent.move('run', l, self.speed + 1)        
        
    def onInstanceActionFinished(self, instance, action):
        """@type instance: ???
           @param instance: ???
           @type action: ???
           @param action: ???
           @return: None"""
        BaseBehaviour.onInstanceActionFinished(self, instance, action)
            
        if(action.getId() != 'stand'):
            self.idle_counter = 1
        else:
            self.idle_counter += 1 
        
    def idle(self):
        """@return: None"""
        BaseBehaviour.idle(self)
        self.animate('stand')    
        
    def run(self, location):
        """Makes the PC run to a certain location
           @type location: fife.ScreenPoint
           @param location: Screen position to run to.
           @return: None"""
        self.state = base._AGENT_STATE_RUN
        self.clear_animations()
        self.nextAction = None
        self.agent.move('run', location, self.speed + 1)

    def walk(self, location):
        """Makes the PC walk to a certain location.
           @type location: fife.ScreenPoint
           @param location: Screen position to walk to.
           @return: None"""
        self.state = base._AGENT_STATE_RUN
        self.clear_animations()
        self.nextAction = None
        self.agent.move('walk', location, self.speed - 1)