Mercurial > parpg-source
changeset 44:98f26f7636d8
Changes to make PARPG "runable" with grease. (With the correct modified assets)
author | KarstenBock@gmx.net |
---|---|
date | Tue, 06 Sep 2011 15:22:51 +0200 |
parents | 8f9e9f47c363 |
children | b8f421f74280 |
files | behaviours/base.py dialoguecontroller.py entities/__init__.py gamemap.py gamemodel.py gamescenecontroller.py gamesceneview.py gamestate.py gui/hud.py objects/action.py |
diffstat | 10 files changed, 64 insertions(+), 59 deletions(-) [+] |
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--- a/behaviours/base.py Tue Sep 06 15:21:36 2011 +0200 +++ b/behaviours/base.py Tue Sep 06 15:22:51 2011 +0200 @@ -53,7 +53,7 @@ if self.agent is not None: self.agent.removeActionListener(self) - self.agent = layer.getInstance(self.parent.ID) + self.agent = layer.getInstance(self.parent.fifeagent.identifier) self.agent.addActionListener(self) self.state = _AGENT_STATE_NONE self.idle_counter = 1
--- a/dialoguecontroller.py Tue Sep 06 15:21:36 2011 +0200 +++ b/dialoguecontroller.py Tue Sep 06 15:22:51 2011 +0200 @@ -44,7 +44,7 @@ def startTalk(self, npc): if npc.dialogue is not None: self.model.active_map.centerCameraOnPlayer() - npc.talk(self.model.game_state.player_character) + npc.talk(self.model.game_state.getObjectById("PlayerCharacter").fifeagent) self.dialogue = self.view.hud.showDialogue(npc) self.dialogue.initiateDialogue() self.model.pause(True)
--- a/entities/__init__.py Tue Sep 06 15:21:36 2011 +0200 +++ b/entities/__init__.py Tue Sep 06 15:22:51 2011 +0200 @@ -47,4 +47,7 @@ info[key] = val # this is for testing purposes - return getAllEntities()[ent_type](world, **info) + try: + return getAllEntities()[ent_type](world, **info) + except KeyError: + return None
--- a/gamemap.py Tue Sep 06 15:21:36 2011 +0200 +++ b/gamemap.py Tue Sep 06 15:22:51 2011 +0200 @@ -137,7 +137,7 @@ """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.model.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.onNewMap(self.agent_layer) self.centerCameraOnPlayer() def toggleRenderer(self, r_name): @@ -167,5 +167,5 @@ 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 + player_agent = self.model.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.agent camera.setLocation(player_agent.getLocation())
--- a/gamemodel.py Tue Sep 06 15:21:36 2011 +0200 +++ b/gamemodel.py Tue Sep 06 15:22:51 2011 +0200 @@ -237,7 +237,7 @@ agent_dict = self.agents["All"][agent] agent_obj = None if agent == "PlayerCharacter": - agent_obj = self.game_state.player_character + agent_obj = self.game_state.getObjectById("PlayerCharacter").fifeagent else: agent_obj = self.game_state.getObjectById(agent, map_name) if agent_obj: @@ -521,17 +521,20 @@ inst_dict["target_x"] = agent["TargetPosition"][0] inst_dict["target_y"] = agent["TargetPosition"][1] if agent.has_key("Inventory"): - inventory = Inventory() - inventory_objs = agent["Inventory"] - for inventory_obj in inventory_objs: - self.createInventoryObject(inventory, - inventory_obj - ) - inst_dict["inventory"] = inventory + #TODO: Fix setting of inventory + #inventory = Inventory() + #inventory_objs = agent["Inventory"] + #for inventory_obj in inventory_objs: + # self.createInventoryObject(inventory, + # inventory_obj + # ) + #inst_dict["inventory"] = inventory + pass if agent.has_key("Items"): container_objs = agent["Items"] - items = self.createContainerItems(container_objs) + #TODO: Create inventory items + items = []#self.createContainerItems(container_objs) inst_dict["items"] = items if agent.has_key("ItemType"): @@ -539,7 +542,7 @@ item_data = {} item_data["type"] = agent["ItemType"] item_data["ID"] = inst_id - item_data = self.createContainerObject(item_data) + #TODO item_data = self.createContainerObject(item_data) else: item_data = agent["item"] inst_dict["item"] = item_data @@ -565,17 +568,17 @@ continue self.createAgent(agents[agent], agent, world) - def placePC(self): + def placePC(self, world): """Places the PlayerCharacter on the map""" agent = self.agents[self.ALL_AGENTS_KEY]["PlayerCharacter"] inst_id = "PlayerCharacter" - self.createAgent(agent, inst_id) + self.createAgent(agent, inst_id, world) # create the PlayerCharacter agent self.active_map.addPC() - self.game_state.player_character.start() + #self.game_state.getObjectById("PlayerCharacter").fifeagent.start() if agent.has_key("PeopleKnown"): - self.game_state.player_character.people_i_know = agent["PeopleKnown"] + self.game_state.getObjectById("PlayerCharacter").fifeagent.people_i_know = agent["PeopleKnown"] def changeMap(self, map_name, target_position = None): """Registers for a map change on the next pump(). @@ -630,12 +633,10 @@ extra['layer'] = layer attributes = self.checkAttributes(attributes) + obj_type = attributes["type"] obj = createEntity(attributes, extra) - - if obj.trueAttr("PC"): - self.addPC(layer, obj) - else: - self.addObject(layer, obj) + if obj: + self.addObject(layer, obj, obj_type) def addPC(self, layer, player_char): """Add the PlayerCharacter to the map @@ -649,12 +650,12 @@ # For now we copy the PlayerCharacter, # in the future we will need to copy # PlayerCharacter specifics between the different PlayerCharacter's - self.game_state.player_character = player_char - self.game_state.player_character.setup() - self.game_state.player_character.behaviour.speed = self.settings.parpg.PCSpeed + self.game_state.getObjectById("PlayerCharacter").fifeagent = player_char + self.game_state.getObjectById("PlayerCharacter").fifeagent.setup() + self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.speed = self.settings.parpg.PCSpeed - def addObject(self, layer, obj): + def addObject(self, layer, obj, obj_type): """Adds an object to the map. @type layer: fife.Layer @param layer: FIFE layer object exists in @@ -663,26 +664,27 @@ @type instance: fife.Instance @param instance: FIFE instance of object @return: None""" - ref = self.game_state.getObjectById(obj.ID, \ + ref = self.game_state.getObjectById(obj.fifeagent.identifier, self.game_state.current_map_name) if ref is None: # no, add it to the game state self.game_state.addObject(self.game_state.current_map_name, obj) else: # yes, use the current game state data - obj.X = ref.X - obj.Y = ref.Y - obj.gfx = ref.gfx + obj.fifeagent.pos.X = ref.X + obj.fifeagent.pos.Y = ref.Y + obj.fifeagent.gfx = ref.gfx - if obj.trueAttr("NPC"): + if obj_type == "Character": + obj.fifeagent.behaviour.parent = obj # create the agent - obj.setup() - obj.behaviour.speed = self.settings.parpg.PCSpeed - 1 + #obj.setup() + #obj.behaviour.speed = self.settings.parpg.PCSpeed # create the PlayerCharacter agent - obj.start() - if obj.trueAttr("AnimatedContainer"): + #obj.start() + #if obj.trueAttr("AnimatedContainer"): # create the agent - obj.setup() + #obj.setup() def objectActive(self, ident): """Given the objects ID, pass back the object if it is active, @@ -693,7 +695,7 @@ @return: Status of result (True/False)""" for game_object in \ self.game_state.getObjectsFromMap(self.game_state.current_map_name): - if (game_object.ID == ident): + if (game_object.fifeagent.identifier == ident): # we found a match return game_object # no match @@ -705,9 +707,9 @@ @param position: Screen position to move to @return: None""" if(self.pc_run == 1): - self.game_state.player_character.run(position) + self.game_state.getObjectById("PlayerCharacter").fifeagent.run(position) else: - self.game_state.player_character.walk(position) + self.game_state.getObjectById("PlayerCharacter").fifeagent.walk(position) def teleportAgent(self, agent, position): """Code called when an agent should teleport to another location
--- a/gamescenecontroller.py Tue Sep 06 15:21:36 2011 +0200 +++ b/gamescenecontroller.py Tue Sep 06 15:22:51 2011 +0200 @@ -240,7 +240,7 @@ .getExactLayerCoordinates() commands = ({"Command": "ResetMouseCursor"}, {"Command": "StopDragging"}) - self.model.game_state.player_character.approach([coord.x, + self.model.game_state.getObjectById("PlayerCharacter").fifeagent.approach([coord.x, coord.y], DropItemAction(self, data_drag.dragged_item, @@ -327,8 +327,8 @@ if self.model.map_change: self.pause(True) if self.model.active_map: - player_char = self.model.game_state.player_character - self.model.game_state.player_character = None + player_char = self.model.game_state.getObjectById("PlayerCharacter").fifeagent + self.model.game_state.getObjectById("PlayerCharacter").fifeagent = None pc_agent = self.model.agents[self.model.ALL_AGENTS_KEY]\ ["PlayerCharacter"] pc_agent.update(player_char.getStateForSaving()) @@ -346,7 +346,7 @@ self.model.readAgentsOfMap(self.model.target_map_name) self.model.placeAgents(self) - self.model.placePC() + self.model.placePC(self) self.model.map_change = False # The PlayerCharacter has an inventory, and also some # filling of the ready slots in the HUD. @@ -411,7 +411,7 @@ npc = self.model.game_state.getObjectById(npc_info.ID, self.model.game_state.\ current_map_name) - self.model.game_state.player_character.approach([npc.getLocation().\ + self.model.game_state.getObjectById("PlayerCharacter").fifeagent.approach([npc.getLocation().\ getLayerCoordinates().x, npc.getLocation().\ getLayerCoordinates().y], @@ -445,7 +445,7 @@ # is it a Door? if obj.trueAttr("door"): actions.append(["Change Map", "Change Map", - self.model.game_state.player_character.approach, + self.model.game_state.getObjectById("PlayerCharacter").fifeagent.approach, [obj.X, obj.Y], ChangeMapAction(self, obj.target_map_name, obj.target_pos)])
--- a/gamesceneview.py Tue Sep 06 15:21:36 2011 +0200 +++ b/gamesceneview.py Tue Sep 06 15:22:51 2011 +0200 @@ -62,7 +62,7 @@ def onWalk(self, click): """Callback sample for the context menu.""" self.hud.hideContainer() - self.model.game_state.player_character.run(click) + self.model.game_state.getObjectById("PlayerCharacter").fifeagent.run(click) def refreshTopLayerTransparencies(self): """Fade or unfade TopLayer instances if the PlayerCharacter @@ -72,7 +72,7 @@ # get the PlayerCharacter's screen coordinates camera = self.model.active_map.cameras[self.model.active_map.my_cam_id] - point = self.model.game_state.player_character.\ + point = self.model.game_state.getObjectById("PlayerCharacter").fifeagent.\ behaviour.agent.getLocation() scr_coords = camera.toScreenCoordinates(point.getMapCoordinates()) @@ -123,7 +123,7 @@ item = self.model.objectActive(self.highlight_obj) if item is not None: self.displayObjectText(self.highlight_obj, - item.name) + item.description.view_name) else: self.model.active_map.outline_renderer.removeAllOutlines() self.highlight_obj = None
--- a/gamestate.py Tue Sep 06 15:21:36 2011 +0200 +++ b/gamestate.py Tue Sep 06 15:22:51 2011 +0200 @@ -36,7 +36,7 @@ @type object: GameObject @type map_id: str or None """ - object_id = game_object.ID + object_id = game_object.fifeagent.identifier if not self.object_ids.has_key(object_id): if map_id: self.objects[map_id][object_id] = game_object
--- a/gui/hud.py Tue Sep 06 15:21:36 2011 +0200 +++ b/gui/hud.py Tue Sep 06 15:22:51 2011 +0200 @@ -163,7 +163,7 @@ # 'toggleInventoryButton': self.toggleInventoryButton, # } # self.inventory_storage = \ -# self.model.game_state.player_character.inventory +# self.model.game_state.getObjectById("PlayerCharacter").fifeagent.inventory # if self.inventory == None: # self.inventory = inventorygui.InventoryGUI(self.controller, # self.inventory_storage, @@ -508,5 +508,5 @@ self.controller, npc, self.model.game_state.quest_engine, - self.model.game_state.player_character) + self.model.game_state.getObjectById("PlayerCharacter").fifeagent) return dialogue
--- a/objects/action.py Tue Sep 06 15:21:36 2011 +0200 +++ b/objects/action.py Tue Sep 06 15:22:51 2011 +0200 @@ -289,7 +289,7 @@ def execute(self): """Talk with the NPC when close enough, otherwise move closer. @return: None""" - player_char = self.model.game_state.player_character + player_char = self.model.game_state.getObjectById("PlayerCharacter").fifeagent npc_coordinates = self.npc.getLocation().getLayerCoordinates() pc_coordinates = player_char.behaviour.agent.\ getLocation().getLayerCoordinates() @@ -320,8 +320,8 @@ else: self.npc.behaviour.agent.say("Leave me alone!", 1000) - self.model.game_state.player_character.behaviour.idle() - self.model.game_state.player_character.nextAction = None + self.model.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.idle() + self.model.game_state.getObjectById("PlayerCharacter").fifeagent.nextAction = None super(TalkAction, self).execute() class UseAction(Action): @@ -369,7 +369,7 @@ def execute(self): real_item = self.map_item.item self.model.deleteObject(self.map_item.ID) - self.model.game_state.player_character.\ + self.model.game_state.getObjectById("PlayerCharacter").fifeagent.\ inventory.placeItem(real_item) self.view.hud.inventory.updateInventoryButtons() super(PickUpAction, self).execute() @@ -387,7 +387,7 @@ map_item_values["ObjectType"] = "MapItem" map_item_values["ItemType"] = self.item.item_type map_item_values["Map"] = map_name - coords = self.model.game_state.player_character.\ + coords = self.model.game_state.getObjectById("PlayerCharacter").fifeagent.\ getLocation().getExactLayerCoordinates() map_item_values["Position"] = (coords.x, coords.y) map_item_values["Rotation"] = 0 @@ -424,7 +424,7 @@ has_fruit = False has_wood = False has_bottle = False - player_character = self.model.game_state.player_character + player_character = self.model.game_state.getObjectById("PlayerCharacter").fifeagent for item in self.pot.items.itervalues(): if item.item_type == "Questionable water": if has_water: