Ejemplo n.º 1
0
def lamp_builder(registry, name: str, config: Dict, settings: Dict) -> Entity:
    entity = Entity(name, EntityType.LAMP)
    handler = registry.core.io.build_handler(
        config[CONTROL_SERVICE], *sanitize_component_config(config[SWITCH]))
    entity.add_component(SWITCH, registry.components[SWITCH]({}, handler,
                                                             entity))

    entity.settings = settings

    return entity
Ejemplo n.º 2
0
def blinds_builder(registry, name: str, config: Dict, settings: Dict):
    entity = Entity(name, EntityType.BLINDS)
    handler = registry.core.io.build_handler(
        config[CONTROL_SERVICE], *sanitize_component_config(config[BLINDS]))

    entity.add_component(BLINDS, registry.components[BLINDS]({}, handler,
                                                             entity))

    entity.settings = settings

    print(entity.components)

    return entity
Ejemplo n.º 3
0
    def get_blocks(self):
        blocks = []

        tile_keys = globs.tiles.data.keys()

        rows = globs.config.height // self.tilesize
        cols = globs.config.width // self.tilesize

        for row in range(rows):
            for col in range(cols):
                tile_id = str(pyxel.tilemap(self.index).get(self.offsetx + col, self.offsety + row))

                if tile_id in tile_keys:
                    tile_data = globs.tiles.data[tile_id]
                    x = col * self.tilesize
                    y = row * self.tilesize
                    w = 8
                    h = 8

                    if type(tile_data) is dict:
                        w = tile_data['hitbox_w']
                        h = tile_data['hitbox_h']

                    blocks.append(Entity(x, y, w, h))

        return blocks
Ejemplo n.º 4
0
def rgb_lamp_builder(registry, name: str, config: Dict,
                     settings: Dict) -> Entity:
    entity = Entity(name, EntityType.LAMP_RGB)

    _switch_handler = registry.core.io.build_handler(
        config[CONTROL_SERVICE], *sanitize_component_config(config[SWITCH]))
    _brightness_handler = registry.core.io.build_handler(
        config[CONTROL_SERVICE],
        *sanitize_component_config(config[BRIGHTNESS]))
    _color_handler = registry.core.io.build_handler(
        config[CONTROL_SERVICE], *sanitize_component_config(config[COLOR]))

    async def switch_handler(target, context):
        if target and entity.components[BRIGHTNESS].state == 0:
            await entity.call_method(BRIGHTNESS, "set", 100, context)
        elif not target:
            await entity.call_method(BRIGHTNESS, "set", 0, context)
        await _switch_handler(target, context)

    async def brightness_handler(target, context):
        if target == 0 and entity.components[SWITCH].state:
            await entity.call_method(SWITCH, "turn_off", None, context)
        elif target != 0 and not entity.components[SWITCH].state:
            await entity.call_method(SWITCH, "turn_on", None, context)
        await _brightness_handler(target, context)

    async def color_handler(target, context):
        if target == Colors.BLACK:
            await entity.call_method(SWITCH, "turn_off", None, context)
        elif target != Colors.BLACK and not entity.components[SWITCH].state:
            await entity.call_method(SWITCH, "turn_on", None, context)
        await _color_handler(target, context)

    entity.add_component(
        SWITCH, registry.components[SWITCH]({}, switch_handler, entity))
    entity.add_component(
        BRIGHTNESS, registry.components[BRIGHTNESS]({}, brightness_handler,
                                                    entity))
    entity.add_component(COLOR, registry.components[COLOR]({}, color_handler,
                                                           entity))

    entity.settings = settings

    return entity
Ejemplo n.º 5
0
    def __init__(self):
        self._fonts = {}
        self._lastMousePos = None
        self._onGuiElement = None

        self._guiElementId = 0

        # 5 layers by default
        self._maxLayer = 4
        self._layers = [{} for x in range(0, self._maxLayer + 1)]
        self._highestLayerDisplayed = 0
        self._lastHighest = 0

        self._selectedCases = None

        # tmp
        self._player = Entity('toto',
                              baseStats={
                                  StatsEnum.HP: 100,
                                  StatsEnum.MANA: 500
                              })
        self._player._experience = 30
        self._player._currentState[StatsEnum.HP] = 60
Ejemplo n.º 6
0
def dimmable_lamp_builder(registry, name: str, config: Dict,
                          settings: Dict) -> Entity:
    entity = Entity(name, EntityType.LAMP_BRIGHTNESS)
    _switch_handler: Callable = registry.core.io.build_handler(
        config[CONTROL_SERVICE], *sanitize_component_config(config[SWITCH]))
    _brightness_handler: Callable = registry.core.io.build_handler(
        config[CONTROL_SERVICE],
        *sanitize_component_config(config[BRIGHTNESS]))

    async def switch_handler(target, context):
        if target and entity.components[BRIGHTNESS].state == 0:
            await entity.call_method(BRIGHTNESS, "set", 100, context)
        elif not target:
            await entity.call_method(BRIGHTNESS, "set", 0, context)
        await _switch_handler(target, context)

    async def brightness_handler(target, context):
        if target == 0 and entity.components[SWITCH].state:
            await entity.call_method(SWITCH, "turn_off", None, context)
        elif target != 0 and not entity.components[SWITCH].state:
            await entity.call_method(SWITCH, "turn_on", None, context)
        await _brightness_handler(target, context)

    entity.add_component(
        SWITCH, registry.components[SWITCH]({}, switch_handler, entity))
    entity.add_component(
        BRIGHTNESS, registry.components[BRIGHTNESS]({}, brightness_handler,
                                                    entity))

    registry.core.add_job(entity.call_method, BRIGHTNESS, "increase", 10,
                          Context.admin())
    registry.core.add_job(entity.call_method, BRIGHTNESS, "increase", 10,
                          Context.admin())

    registry.core.add_job(entity.call_method, SWITCH, "turn_off", None,
                          Context.admin())

    entity.settings = settings

    return entity
Ejemplo n.º 7
0
class GuiManager(object):
    def __init__(self):
        self._fonts = {}
        self._lastMousePos = None
        self._onGuiElement = None

        self._guiElementId = 0

        # 5 layers by default
        self._maxLayer = 4
        self._layers = [{} for x in range(0, self._maxLayer + 1)]
        self._highestLayerDisplayed = 0
        self._lastHighest = 0

        self._selectedCases = None

        # tmp
        self._player = Entity('toto',
                              baseStats={
                                  StatsEnum.HP: 100,
                                  StatsEnum.MANA: 500
                              })
        self._player._experience = 30
        self._player._currentState[StatsEnum.HP] = 60

    def init(self):
        pygame.font.init()
        self._fonts['default'] = pygame.font.Font(
            os.path.join(settings.FONT_PATH, 'VCR_OSD.ttf'), 15)

        self.guiLoader(StatusPanelGUI)

        self._layers[0]['openButton'].addEventHandler(
            'click', self._layers[1]['statusPanel'].toggleShow, 'displayBox')
        statusPanel = self._layers[1]['statusPanel']
        statusPanel.getChildNamedInHierarchy('closeButton').addEventHandler(
            'click', statusPanel.toggleShow, 'close')
        statusPanel.getChildNamedInHierarchy('linkedLevel').addReference(
            'player', self._player)
        charData = statusPanel.getChildNamedInHierarchy('charData')
        statusPanel.addEventHandler('show', charData.redrawChildren,
                                    'redrawChildren')
        statusPanel.getChildNamedInHierarchy('hpProgressBar').addReferences({
            'current':
            self._player.getCurrentHealth,
            'max':
            self._player.getMaxHealth
        })
        statusPanel.getChildNamedInHierarchy('manaProgressBar').addReferences({
            'current':
            self._player.getCurrentMana,
            'max':
            self._player.getMaxMana
        })
        statusPanel.getChildNamedInHierarchy('xpProgressBar').addReferences({
            'current':
            self._player.getCurrentXp,
            'max':
            self._player.getNextLevelXp
        })

        frontManaBar = self._layers[0][
            'statusFrontElem'].getChildNamedInHierarchy('manaProgressBar')
        frontManaBar.addReferences({
            'current': self._player.getCurrentMana,
            'max': self._player.getMaxMana
        })
        # better solution ?
        self._player.setCurrentMana = frontManaBar.addWatcher(
            self._player.setCurrentMana, 'manaWatcher')
        frontManaBar = self._layers[0][
            'statusFrontElem'].getChildNamedInHierarchy('hpProgressBar')
        frontManaBar.addReferences({
            'current': self._player.getCurrentHealth,
            'max': self._player.getMaxHealth
        })
        # better solution ?
        self._player.setCurrentHp = frontManaBar.addWatcher(
            self._player.setCurrentHp, 'hpWatcher')
        frontManaBar = self._layers[0][
            'statusFrontElem'].getChildNamedInHierarchy('xpProgressBar')
        frontManaBar.addReferences({
            'current': self._player.getCurrentXp,
            'max': self._player.getNextLevelXp
        })
        # better solution ?
        self._player.getCurrentXp = frontManaBar.addWatcher(
            self._player.getCurrentXp, 'xpWatcher')

    def getElementGuiId(self):
        self._guiElementId += 1
        return self._guiElementId

    def addToLayer(self, guiElem, layer):
        if layer > self._maxLayer:
            return
        self._layers[layer][guiElem.getName()] = guiElem

    def checkMousePosition(self, pixel):

        # tmp
        self._player.setCurrentMana(random.randint(0, 100))

        if self._onGuiElement or self._highestLayerDisplayed > 0:
            return

        # Check cases
        map = modules.gameManager.gameManager.getMap()
        case = map.getCaseAtPixel(pixel)

        # deselect previous cases
        if self._selectedCases is not None:
            for c in self._selectedCases:
                c.toggleSelected()

        self._selectedCases = None

        if case is None:
            print("Le curseur n'est pas sur une case")
            return None

        # Test getNeighbours
        #neighbours = map.getCaseNeighbours(case)
        # Test getSpiralRing
        #ring = map.getCaseSpiralRing(case, 2)
        # Test getShortestPath
        # path = map.getShortestPath(case.getPosition(), map.getCaseAtPos((2, 2)).getPosition())
        # Test getVisibleCases
        self._selectedCases = map.getVisibleCases(case, 3)

        # Change neighbours type
        # if a path has been found
        # if visible_cases is not None:
        #     type = random.choice([BiomesTypes.PLAIN, BiomesTypes.FOREST, BiomesTypes.DESERT])
        #     for _case in visible_cases:
        #        _case._type = type

        # Select new cases
        if self._selectedCases is not None:
            for c in self._selectedCases:
                c.toggleSelected()

    def checkOnClick(self, value):
        if self._onGuiElement is not None:
            self._onGuiElement.onClick(value)

    def updateMousePos(self, mousePos):
        if self._lastMousePos != mousePos or self._lastHighest != self._highestLayerDisplayed:

            # small bug here showing new element without moving (Maybe force when new display)
            # enough to fix it ? smth better ?
            if self._lastHighest != self._highestLayerDisplayed and self._onGuiElement is not None:
                self._onGuiElement.resetInside()

            self._lastMousePos = mousePos
            self._onGuiElement = None
            self._lastHighest = self._highestLayerDisplayed

            for guiElem in self._layers[self._highestLayerDisplayed].values():
                self._onGuiElement = guiElem.checkInside(mousePos)
                if self._onGuiElement is not None:
                    return
            # for l in range(self._maxLayer, -1, -1):
            #     for guiElem in self._layers[l].values():
            #         self._onGuiElement = guiElem.checkInside(mousePos)
            #         if self._onGuiElement is not None:
            #             return

    def updateGui(self):
        highestLayer = 0
        for l in range(0, self._maxLayer + 1):
            for guiElem in self._layers[l].values():
                if guiElem.getShow():
                    guiElem.update()
                    highestLayer = l if l > highestLayer else highestLayer
        self._highestLayerDisplayed = highestLayer

    def displayGui(self, screen):
        for l in range(0, self._maxLayer + 1):
            for guiElem in self._layers[l].values():
                guiElem.display(screen)

    def guiLoader(self, dictio):
        for layer, elements in dictio.items():
            currentLayer = int(layer)
            if layer > self._maxLayer or layer < 0:
                raise ValueError('Invalid layer value')
            for elem in elements:
                guiElem = self.guiNodeCreator(elem)
                self.addToLayer(guiElem, currentLayer)

    def guiNodeCreator(self, node, parent=None):
        if 'elemType' not in node.keys():
            raise KeyError('No key named "elemType"')
        elemType = node['elemType']  # Add white list for elem type ?
        del node['elemType']
        if not issubclass(elemType, GuiElement):
            raise TypeError('Invalid element type')

        children = None
        if 'children' in node.keys():
            children = node['children']
            del node['children']

        guiElem = elemType(parent=parent, fonts=self._fonts, **node)
        if children is not None:
            for child in children:
                self.guiNodeCreator(child, parent=guiElem)
        return guiElem
Ejemplo n.º 8
0
 def create_monster(self, char, color, x, y, size=30):
     self.potwor = Entity('S', (255,50,50), size, x, y, passable=False)
     self.enemies.append(self.potwor)