1 | #!/usr/bin/python |
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2 | |
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3 | # This file is part of PARPG. |
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4 | |
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5 | # PARPG is free software: you can redistribute it and/or modify |
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6 | # it under the terms of the GNU General Public License as published by |
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7 | # the Free Software Foundation, either version 3 of the License, or |
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8 | # (at your option) any later version. |
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9 | |
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10 | # PARPG is distributed in the hope that it will be useful, |
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11 | # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 | # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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13 | # GNU General Public License for more details. |
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14 | |
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15 | # You should have received a copy of the GNU General Public License |
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16 | # along with PARPG. If not, see <http://www.gnu.org/licenses/>. |
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17 | |
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18 | import fife, time |
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19 | import pychan |
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20 | from scripts.parpgfilebrowser import PARPGFileBrowser |
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21 | from datetime import date |
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22 | from scripts.common.eventlistenerbase import EventListenerBase |
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23 | from loaders import loadMapFile |
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24 | from agents.hero import Hero |
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25 | from agents.npc import NPC |
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26 | from sounds import SoundEngine |
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27 | from settings import Setting |
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28 | from scripts import inventory, hud |
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29 | from scripts.context_menu import ContextMenu |
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30 | from pychan.tools import callbackWithArguments as cbwa |
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31 | from engine import MapDoor |
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32 | |
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33 | TDS = Setting() |
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34 | |
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35 | # this file should be the meta-file for all FIFE-related code |
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36 | # engine.py handles is our data model, whilst this is our view |
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37 | # in order to not replicate data, some of our data model will naturally |
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38 | # reside on this side of the fence (PC xpos and ypos, for example). |
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39 | # we should aim to never replicate any data as this leads to maintainance |
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40 | # issues (and just looks plain bad). |
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41 | # however, any logic needed to resolve this should sit in engine.py |
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42 | |
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43 | class Map(fife.MapChangeListener): |
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44 | """Map class used to flag changes in the map""" |
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45 | def __init__(self, fife_map): |
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46 | fife.MapChangeListener.__init__(self) |
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47 | self.map = fife_map |
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48 | |
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49 | class World(EventListenerBase): |
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50 | """World holds the data needed by fife to render the engine |
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51 | The engine keeps a copy of this class""" |
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52 | def __init__(self, engine): |
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53 | """Constructor for engine |
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54 | @type engine: fife.Engine |
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55 | @param engine: A fife.Engine instance |
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56 | @return: None""" |
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57 | super(World, self).__init__(engine, regMouse = True, regKeys = True) |
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58 | # self.engine is a fife.Engine object, not an Engine object |
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59 | self.engine = engine |
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60 | self.eventmanager = engine.getEventManager() |
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61 | self.model = engine.getModel() |
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62 | self.view = self.engine.getView() |
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63 | self.quitFunction = None |
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64 | self.inventoryShown = False |
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65 | self.agent_layer = None |
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66 | self.cameras = {} |
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67 | # self.data is an engine.Engine object, but is set in run.py |
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68 | self.data = None |
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69 | self.mouseCallback = None |
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70 | self.obj_hash={} |
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71 | # self.map is a Map object, set to none here |
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72 | self.map = None |
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73 | self.hud = hud.Hud(self.engine, TDS) |
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74 | self.hud.events_to_map["inventoryButton"] = cbwa(self.displayInventory, True) |
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75 | self.hud.events_to_map["saveButton"] = self.saveGame |
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76 | self.hud.events_to_map["loadButton"] = self.loadGame |
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77 | hud_ready_buttons = ["hudReady1", "hudReady2", "hudReady3", "hudReady4"] |
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78 | for item in hud_ready_buttons: |
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79 | self.hud.events_to_map[item] = cbwa(self.hud.readyAction, item) |
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80 | self.hud.hud.mapEvents(self.hud.events_to_map) |
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81 | self.hud.menu_events["quitButton"] = self.quitGame |
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82 | self.hud.menu_events["saveButton"] = self.saveGame |
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83 | self.hud.menu_events["loadButton"] = self.loadGame |
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84 | self.hud.main_menu.mapEvents(self.hud.menu_events) |
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85 | self.action_number = 1 |
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86 | # setup the inventory |
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87 | self.inventory = inventory.Inventory(self.engine, self.refreshReadyImages) |
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88 | self.inventory.events_to_map['close_button'] = self.closeInventoryAndToggle |
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89 | self.inventory.inventory.mapEvents(self.inventory.events_to_map) |
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90 | self.refreshReadyImages() |
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91 | # init the sound (don't start playing yet) |
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92 | self.sounds = SoundEngine(self.engine) |
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93 | |
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94 | self.context_menu = ContextMenu (self.engine, [], (0,0)) |
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95 | self.context_menu.hide() |
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96 | |
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97 | def reset(self): |
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98 | """Reset the data to default settings. |
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99 | @return: None""" |
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100 | # We have to delete the map in Fife. |
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101 | # TODO: We're killing the PC now, but later we will have to save the PC |
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102 | if self.map: |
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103 | self.model.deleteObjects() |
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104 | self.model.deleteMap(self.map) |
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105 | self.transitions = [] |
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106 | self.map,self.agent_layer = None,None |
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107 | # We have to clear the cameras in the view as well, or we can't reuse |
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108 | # camera names like 'main' |
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109 | self.view.clearCameras() |
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110 | self.cameras = {} |
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111 | self.cur_cam2_x,self.initial_cam2_x,self.cam2_scrolling_right = 0,0,True |
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112 | self.target_rotation = 0 |
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113 | |
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114 | def load(self, filename): |
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115 | """Load a map given the filename. |
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116 | @type filename: string |
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117 | @param filename: Name of map to load |
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118 | @return: None""" |
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119 | self.reset() |
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120 | # some messy code to handle music changes when we enter a new map |
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121 | if(self.sounds.music_on == True): |
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122 | self.sounds.pauseMusic() |
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123 | unpause = True |
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124 | else: |
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125 | unpause = False |
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126 | self.map = loadMapFile(filename, self.engine) |
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127 | self.maplistener = Map(self.map) |
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128 | # there must be a PC object on the objects layer! |
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129 | self.agent_layer = self.map.getLayer('ObjectLayer') |
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130 | # it's possible there's no transition layer |
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131 | size = len('TransitionLayer') |
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132 | for layer in self.map.getLayers(): |
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133 | # could be many layers, but hopefully no more than 3 |
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134 | if(layer.getId()[:size] == 'TransitionLayer'): |
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135 | self.transitions.append(self.map.getLayer(layer.getId())) |
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136 | # init the camera |
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137 | for cam in self.view.getCameras(): |
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138 | self.cameras[cam.getId()] = cam |
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139 | self.view.resetRenderers() |
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140 | self.target_rotation = self.cameras['main'].getRotation() |
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141 | self.cord_render = self.cameras['main'].getRenderer('CoordinateRenderer') |
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142 | self.outline_render = fife.InstanceRenderer.getInstance(self.cameras['main']) |
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143 | # set the render text |
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144 | rend = fife.FloatingTextRenderer.getInstance(self.cameras['main']) |
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145 | text = self.engine.getGuiManager().createFont('fonts/rpgfont.png', |
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146 | 0, str(TDS.readSetting("FontGlyphs", strip=False))) |
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147 | rend.changeDefaultFont(text) |
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148 | # start playing the music |
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149 | # TODO: remove hard coding by putting this in the level data |
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150 | # don't force restart if skipping to new section |
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151 | if (TDS.readSetting("PlaySounds") == "1"): |
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152 | if(self.sounds.music_init == False): |
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153 | self.sounds.playMusic("/music/preciouswasteland.ogg") |
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154 | elif(unpause == True): |
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155 | self.sounds.playMusic() |
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156 | |
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157 | def addPC(self, agent): |
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158 | """Add the player character to the map |
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159 | @type agent: Fife.instance |
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160 | @param : The object to use as the PC sprite |
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161 | @return: None""" |
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162 | # actually this is real easy, we just have to |
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163 | # attach the main camera to the PC |
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164 | self.cameras['main'].attach(agent) |
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165 | |
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166 | def addObject(self, xpos, ypos, gfx, name): |
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167 | """Add an object or an NPC to the map. |
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168 | It makes no difference to fife which is which. |
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169 | @type xpos: integer |
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170 | @param xpos: x position of object |
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171 | @type ypos: integer |
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172 | @param ypos: y position of object |
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173 | @type gfx: string |
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174 | @param gfx: name of gfx image |
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175 | @type name: string |
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176 | @param name: name of object |
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177 | @return: None""" |
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178 | obj = self.agent_layer.createInstance( |
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179 | self.model.getObject(str(gfx), "PARPG"), |
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180 | fife.ExactModelCoordinate(float(xpos), float(ypos), 0.0), str(name)) |
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181 | obj.setRotation(0) |
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182 | fife.InstanceVisual.create(obj) |
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183 | # save it for later use |
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184 | self.obj_hash[name]=obj |
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185 | |
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186 | def displayObjectText(self, obj, text): |
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187 | """Display on screen the text of the object over the object. |
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188 | @type obj: fife.instance |
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189 | @param obj: object to draw over |
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190 | @type text: text |
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191 | @param text: text to display over object |
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192 | @return: None""" |
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193 | obj.say(str(text), 1000) |
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194 | |
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195 | def refreshReadyImages(self): |
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196 | """Make the Ready slot images on the HUD be the same as those |
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197 | on the inventory |
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198 | @return: None""" |
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199 | self.setImages(self.hud.hud.findChild(name="hudReady1"), |
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200 | self.inventory.inventory.findChild(name="Ready1").up_image) |
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201 | self.setImages(self.hud.hud.findChild(name="hudReady2"), |
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202 | self.inventory.inventory.findChild(name="Ready2").up_image) |
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203 | self.setImages(self.hud.hud.findChild(name="hudReady3"), |
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204 | self.inventory.inventory.findChild(name="Ready3").up_image) |
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205 | self.setImages(self.hud.hud.findChild(name="hudReady4"), |
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206 | self.inventory.inventory.findChild(name="Ready4").up_image) |
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207 | |
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208 | def setImages(self, widget, image): |
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209 | """Set the up, down, and hover images of an Imagebutton. |
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210 | @type widget: pychan.widget |
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211 | @param widget: widget to set |
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212 | @type image: string |
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213 | @param image: image to use |
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214 | @return: None""" |
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215 | widget.up_image = image |
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216 | widget.down_image = image |
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217 | widget.hover_image = image |
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218 | |
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219 | def closeInventoryAndToggle(self): |
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220 | """Close the inventory screen. |
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221 | @return: None""" |
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222 | self.inventory.closeInventory() |
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223 | self.hud.toggleInventory() |
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224 | self.inventoryShown = False |
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225 | |
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226 | def displayInventory(self, callFromHud): |
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227 | """Pause the game and enter the inventory screen, or close the |
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228 | inventory screen and resume the game. callFromHud should be true |
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229 | (must be True?) if you call this function from the HUD script |
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230 | @type callFromHud: boolean |
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231 | @param callFromHud: Whether this function is being called |
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232 | from the HUD script |
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233 | @return: None""" |
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234 | if (self.inventoryShown == False): |
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235 | self.inventory.showInventory() |
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236 | self.inventoryShown = True |
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237 | else: |
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238 | self.inventory.closeInventory() |
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239 | self.inventoryShown = False |
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240 | if (callFromHud == False): |
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241 | self.hud.toggleInventory() |
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242 | |
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243 | # all key / mouse event handling routines go here |
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244 | def keyPressed(self, evt): |
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245 | """Whenever a key is pressed, fife calls this routine. |
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246 | @type evt: fife.event |
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247 | @param evt: The event that fife caught |
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248 | @return: None""" |
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249 | key = evt.getKey() |
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250 | keyval = key.getValue() |
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251 | |
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252 | if(keyval == key.Q): |
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253 | # we need to quit the game |
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254 | self.quitGame() |
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255 | if(keyval == key.T): |
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256 | self.toggle_renderer('GridRenderer') |
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257 | if(keyval == key.F1): |
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258 | # display the help screen and pause the game |
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259 | self.displayHelp() |
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260 | if(keyval == key.F5): |
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261 | # logic would say we use similar code to above and toggle |
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262 | # logic here does not work, my friend :-( |
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263 | self.cord_render.setEnabled(not self.cord_render.isEnabled()) |
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264 | if(keyval == key.F7): |
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265 | # F7 saves a screenshot to fife/clients/parpg/screenshots |
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266 | t = "screenshots/screen-%s-%s.png" % (date.today().strftime('%Y-%m-%d'), |
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267 | time.strftime('%H-%M-%S')) |
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268 | print "PARPG: Saved:",t |
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269 | self.engine.getRenderBackend().captureScreen(t) |
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270 | if(keyval == key.I): |
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271 | # I opens and closes the inventory |
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272 | self.displayInventory(callFromHud=False) |
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273 | if(keyval == key.A): |
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274 | # A adds a test action to the action box |
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275 | # The test actions will follow this format: Action 1, Action 2, etc. |
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276 | self.hud.addAction("Action " + str(self.action_number)) |
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277 | self.action_number += 1 |
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278 | if(keyval == key.ESCAPE): |
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279 | # Escape brings up the main menu |
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280 | self.hud.displayMenu() |
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281 | if(keyval == key.M): |
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282 | self.sounds.toggleMusic() |
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283 | |
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284 | def mouseReleased(self, evt): |
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285 | """If a mouse button is released, fife calls this routine. |
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286 | We want to wait until the button is released, because otherwise |
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287 | pychan captures the release if a menu is opened. |
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288 | @type evt: fife.event |
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289 | @param evt: The event that fife caught |
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290 | @return: None""" |
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291 | self.context_menu.hide() # hide the context menu in case it is displayed |
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292 | scr_point = fife.ScreenPoint(evt.getX(), evt.getY()) |
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293 | if(evt.getButton() == fife.MouseEvent.LEFT): |
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294 | self.data.handleMouseClick(self.getCoords(scr_point)) |
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295 | elif(evt.getButton() == fife.MouseEvent.RIGHT): |
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296 | # is there an object here? |
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297 | instances = self.cameras['main'].getMatchingInstances(scr_point, self.agent_layer) |
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298 | info = None |
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299 | for inst in instances: |
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300 | # check to see if this is an active item |
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301 | if(self.data.objectActive(inst.getId())): |
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302 | # yes, get the data |
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303 | info = self.data.getItemActions(inst.getId()) |
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304 | break |
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305 | |
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306 | # take the menu items returned by the engine or show a default menu if no items |
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307 | data = info or [["Walk", "Walk here", self.onWalk, self.getCoords(scr_point)]] |
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308 | # show the menu |
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309 | self.context_menu = ContextMenu(self.engine, data, (scr_point.x,scr_point.y)) |
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310 | |
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311 | def onWalk(self, click): |
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312 | """Callback sample for the context menu. |
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313 | """ |
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314 | self.context_menu.hide() |
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315 | self.data.PC.run(click) |
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316 | |
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317 | def mouseMoved(self, evt): |
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318 | """Called when the mouse is moved |
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319 | @type evt: fife.event |
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320 | @param evt: The event that fife caught |
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321 | @return: None""" |
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322 | click = fife.ScreenPoint(evt.getX(), evt.getY()) |
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323 | i=self.cameras['main'].getMatchingInstances(click, self.agent_layer) |
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324 | # no object returns an empty tuple |
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325 | if(i != ()): |
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326 | for obj in i: |
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327 | # check to see if this in our list at all |
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328 | if(self.data.objectActive(obj.getId())): |
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329 | # yes, so outline |
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330 | self.outline_render.addOutlined(obj, 0, 137, 255, 2) |
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331 | # get the text |
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332 | item = self.data.objectActive(obj.getId()) |
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333 | if(item): |
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334 | self.displayObjectText(obj, item.text) |
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335 | else: |
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336 | # erase the outline |
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337 | self.outline_render.removeAllOutlines() |
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338 | |
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339 | def getCoords(self, click): |
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340 | """Get the map location x, y cords from the screen co-ords |
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341 | @type click: fife.ScreenPoint |
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342 | @param click: Screen co-ords |
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343 | @rtype: fife.Location |
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344 | @return: The map co-ords""" |
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345 | coord = self.cameras["main"].toMapCoordinates(click, False) |
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346 | coord.z = 0 |
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347 | location = fife.Location(self.agent_layer) |
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348 | location.setMapCoordinates(coord) |
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349 | return location |
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350 | |
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351 | def toggle_renderer(self, r_name): |
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352 | """Enable or disable the grid renderer. |
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353 | @return: None""" |
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354 | renderer = self.cameras['main'].getRenderer('GridRenderer') |
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355 | renderer.setEnabled(not renderer.isEnabled()) |
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356 | |
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357 | def clearMenu(self): |
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358 | """ Hides the context menu. Just nice to have it as a function. |
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359 | @return: None""" |
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360 | if hasattr(self, "context_menu"): |
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361 | self.context_menu.vbox.hide() |
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362 | delattr(self, "context_menu") |
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363 | |
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364 | def quitGame(self): |
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365 | """Called when user requests to quit game. |
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366 | @return: None""" |
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367 | if(self.quitFunction != None): |
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368 | window = pychan.widgets.Window(title=unicode("Quit?")) |
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369 | |
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370 | hbox = pychan.widgets.HBox() |
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371 | are_you_sure = "Are you sure you want to quit?" |
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372 | label = pychan.widgets.Label(text=unicode(are_you_sure)) |
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373 | yes_button = pychan.widgets.Button(name="yes_button", |
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374 | text=unicode("Yes")) |
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375 | no_button = pychan.widgets.Button(name="no_button", |
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376 | text=unicode("No")) |
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377 | |
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378 | window.addChild(label) |
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379 | hbox.addChild(yes_button) |
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380 | hbox.addChild(no_button) |
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381 | window.addChild(hbox) |
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382 | |
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383 | events_to_map = {"yes_button":self.quitFunction, |
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384 | "no_button":window.hide} |
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385 | |
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386 | window.mapEvents(events_to_map) |
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387 | window.show() |
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388 | |
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389 | def saveGame(self): |
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390 | """ Called when the user wants to save the game. |
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391 | TODO: allow the user to select a file |
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392 | @return: None""" |
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393 | self.save_browser = PARPGFileBrowser(self.engine, |
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394 | self.data.save, |
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395 | savefile=True, |
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396 | guixmlpath="gui/savebrowser.xml", |
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397 | extensions = ('.dat')) |
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398 | self.save_browser.showBrowser() |
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399 | |
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400 | |
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401 | def loadGame(self): |
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402 | """ Called when the user wants to load a game. |
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403 | @return: None""" |
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404 | self.load_browser = PARPGFileBrowser(self.engine, |
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405 | self.data.load, |
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406 | savefile=False, |
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407 | guixmlpath='gui/loadbrowser.xml', |
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408 | extensions=('.dat')) |
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409 | self.load_browser.showBrowser() |
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410 | |
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411 | def pump(self): |
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412 | """Routine called during each frame. Our main loop is in ./run.py |
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413 | We ignore this main loop (but FIFE complains if it is missing).""" |
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414 | pass |
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