view gamemap.py @ 115:26e65f27dbd7

"Open" will now not be shown in the context menu when the lockable is locked. "Lock" will not not be shown in the context menu when the lockable is open.
author KarstenBock@gmx.net
date Mon, 03 Oct 2011 14:12:17 +0200
parents 98f26f7636d8
children 80672955ab70
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#   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
        self.settings = self.model.settings

        # 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.settings.fife.ScreenWidth
            height = self.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.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.getObjectById("PlayerCharacter").fifeagent.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.getObjectById("PlayerCharacter").fifeagent.behaviour.agent
        camera.setLocation(player_agent.getLocation())